The ClueFinders 4th Grade Adventures: The Puzzle of the Pyramid by RandyPandy =============================================================================== Table of Contents =============================================================================== I) Introduction II) Plot III) Cast of Characters a. Joni Savage b. Santiago Riviera c. Leslie Clark d. Owen Lam e. Socrates f. LapTrap g. Sir Alistair Loveless h. Professor Botch i. The Gods and Goddesses of Egypt IV) LapTrap a. Map b. Progress and Levels c. ClueFinders' Club d. Settings e. Sign In, Return to Game, Quit Game V) Walkthrough a. The Tomb b. The City of Cairo 1. The First Clue 2. The Second Clue 3. The Third Clue 4. The Fourth Clue 5. The Final Clue c. The Nile Kingdom 1. The First Door 2. The Second Door 3. The Third Door 4. The Fourth Door 5. The Fifth Door d. The Ancient Pyramid VI) Practice Mode VII) Activites a. Math 1. Cheap Jeeps 2. Cairo's Best Coffee 3. Gorgeous Fabric 4. Columns' 'R' Us 5. Riddles of the Sphinx b. Language Arts 1. Set in Stone 2. Artiste Mouse 3. Rolling Stone Builders 4. Chasm of Words c. Geography 1. World Exports 2. Map Mice d. Science 1. Floats and Boats 2. Crocodile Bridge e. Logic 1. Secret Chamber Challenge 2. The Palace Doors VIII) Copyright =============================================================================== Introduction =============================================================================== I know, you're thinking "What the heck? This game is for little kids!" However, it's actually quite fun in its own right. The recommended age group is for eight to ten year olds. However, I still find it cute and interesting, but that's probably because I've been playing this since I was seven. <_< Anyways, 'The ClueFinders 4th Grade Adventures: The Puzzle of the Pyramid' is the second game in the series. You view the ClueFinders on the screen, and then click in the direction you want them to go in. However, you can only go in a direction where their is a fat green arrow. A recolored cursor means that you are able to click on it for added bonuses, whether it be a comment from one of the characters or the poking of a statue. When dealing with the activities and games, there will be a very brief and fast explanation in the main walkthrough. For a more detailed explanation of the game, visit the Activities section of the FAQ. When you insert the CD into the drive and install the game, the autorun will appear. It will always appear everytime you install the CD from now on. Click on the button that will start your game, and the game will start. You can skip the introduction story by pushing the Space bar. Once you reach the Sign-In screen, select the option to type your name and, well, type your name. Then click 'Start Game'. After the cutscene, the game will start! =============================================================================== Plot =============================================================================== The ClueFinders gang accompany their Professor Botch on a summer trip to open the tomb of Pharaoh Per-Absen. Along with them is the curator of the London Museum, Sir Alistair Loveless. While Professor Botch is being amazed by the findings, Joni finds a pretty ring and promptly decides to put it on her finger. One problem: she is unable to get it off! Too afraid to tell Professor Botch, she leaves the tomb with the gang without telling anyone about the ring. At night, Professor Botch is still in the tomb, recording in his journal about Per-Absen's alignment with the God of Chaos, Set. Loveless and two of his minions ambush the professor, kidnap him, and steal all of the treasures from the tomb. They leave without a trace! Meanwhile, Socrates is uneasy, feeling that something bad is about to happen. Joni, having told the others about the ring, is still trying to get it off. Leslie suggests that it might be a ceremonial ring, and that she should tell Professor Botch that she has it tomorrow. The next day, the ClueFinders head back to the tomb, only to find it deserted. All of them are astonished, and Socrates immediately suspects Loveless. The others are also sure that their professor is in trouble. They are looking around for clues when Socrates spots a spider, which dives into a crack in the wall. Socrates explores around the wall, and triggers a hidden door to open. Santiago and Owen go into the secret passage to find a skeleton holding a scroll. When they open the scroll, they find it written in hieroglyphics. Leslie suggests that since it was hidden from the other treasures, it must be extremely important. Joni says that they need to head back to Cairo to translate the scroll, so the ClueFinders head off to the city of Cairo. =============================================================================== Cast of Characters =============================================================================== Here's a brief biography of the major characters of the game. ------------------------------------------------------------------------------- Joni Savage ------------------------------------------------------------------------------- Joni is the bravest and most headstrong of the lot. She is also the leader of the club. She tends to rush into battle and has a habit of calling bad guys names, which constantly has LapTrap and Santiago on her case. Joni loves to be out adventuring with her friends. ------------------------------------------------------------------------------- Santiago Riviera ------------------------------------------------------------------------------- Santiago is more of the scientific mind. He is able to work electronics, and even program robots, including LapTrap! He is not has headstrong as Joni, and tends to think about the situation a bit more before rushing off. ------------------------------------------------------------------------------- Leslie Clark ------------------------------------------------------------------------------- Leslie is literally a walking encyclopedia. She has a habit of using large and complicated words, and is annoyed when Owen translates them into layman terms. She knows just about everything, and her information comes quite in handy most of the time. ------------------------------------------------------------------------------- Owen Lam ------------------------------------------------------------------------------- Owen makes me think that he was stuck in there for comic relief. Owen is most likely the least serious character out of the lot. He loves to skateboard and eat, and sometimes he will pull out a sandwich and eat it. He is the only one able to understand Leslie when she uses large and unfamiliar words. ------------------------------------------------------------------------------- Socrates ------------------------------------------------------------------------------- Socrates is a dog with humanlike intelligence. He came from the Island of Talking Animals, though he doesn't seem to be able to talk. Socrates main role in the game is to assist you if you are having trouble by rewording the instructions. Despite the fact he is a member of the ClueFinders, this is the only game where he actually plays a role. ------------------------------------------------------------------------------- LapTrap ------------------------------------------------------------------------------- LapTrap is a TURTLE, which stands for Turbo-charged Ultra Rugged Terrain Laptop Equipment. He was created by Joni's uncle, the famous Dr. Pythagoras. He is quite intelligent, and can be used as a storage device. However, to put it lightly, LapTrap is a coward. He would much rather be safe at home than out adventuring. However, there are times when LapTrap would show his bravery, though they aren't often... ------------------------------------------------------------------------------- Sir Alistair Loveless ------------------------------------------------------------------------------- Sir Alistair Loveless is the curator of the London Museum - and the villain of this game. He wishes to unleash chaos upon the world using the power of Set, and he goes so far as to kidnap Professor Botch and try to get him to assist him. However, one thing is really stopping his plans, since he is unable to find the required ring for the ceremony... ------------------------------------------------------------------------------- Professor Botch ------------------------------------------------------------------------------- Professor Botch is the friendly professor of the ClueFinders gang. He is afraid of what Loveless plans to do, and pretends to be absent-minded in order to throw him off. However, he drops the facade when he realizes that it is not working. He tends to worry a lot (though with good reason). ------------------------------------------------------------------------------- The Gods and Goddesses of Egypt ------------------------------------------------------------------------------- You will meet five Gods and Goddesses throughout your adventure. While four of them (Horus, Sobek, Isis, and Bast) are friendly and will help you, one of them is considered to be evil (Set) and it will be up to the ClueFinders to make sure that the world is not thrown in mortal peril. =============================================================================== LapTrap =============================================================================== LapTrap is virtually a sentient mini-computer (which sports an attitude), and can be quite useful during your adventure. He has a lot of functions that can be used, so I suggest using him! ------------------------------------------------------------------------------- Map ------------------------------------------------------------------------------- Of the four places you visit, LapTrap will be able to provide maps for two of them: The City of Cairo and the Nile Kingdom. Of course, even LapTrap needs to learn; you can't ask him to direct you to a place you've never been to before. Any places that you are able to visit will be on the map, however. Places you haven't been to will be grayed out, while locations you can visit will be in full color. There is no benefit from using or not using LapTrap's mapping system. You can choose to not use it if you want to, but it saves time to take advantage of LapTrap. ------------------------------------------------------------------------------- Progress and Levels ------------------------------------------------------------------------------- Here, each activity will be listed, as well as four boxes of numbers beside each one (with the exception of The Palace Doors, where you can't level up). The numbers will range from 1 through 4, with 1 being the easiest level and 4 being the most difficult. As you progress through the game, the game will automatically decide where to put you. With the numbers, the boxes are also color coded. A white box is nothing new or special. If the box has a red border around it, it means that you are currently on that level. If the box is a dark blue color, that means that you have mastered that level. If the box is red, that means that you have found the level too hard for you. Of course, if you are on this site, you shouldn't be finding any of this stuff hard (it's 4th grade level). In some activities, it is impossible to master all four levels in one playthrough due to the number of times you see the activity (Chasm of Words comes to mind; you only see this activity four times, no more, no less). At the far right side of the screen is the auto-levelling option. This is where you allow the game to decide which level it thinks you should be on. You have the option to turn off auto-levelling for a few or all of the activities if you want. You can also manually adjust the level yourself if you so wish. ------------------------------------------------------------------------------- The ClueFinders' Club ------------------------------------------------------------------------------- This is basically a small library about the ClueFinders' gang, and features brief and interesting information about each of the six members as well as a portraits of each of them, a signature, and a small glimpse of their clubhouse. There is nothing useful about this; it's just extra information incase people were wondering about the ClueFinders. ------------------------------------------------------------------------------- Settings ------------------------------------------------------------------------------- There is really only one setting, so I have no idea why this option even exists in the game. They give you the option to turn the background music on or off, and that's it. ------------------------------------------------------------------------------- Sign In, Return to Game, Quit Game ------------------------------------------------------------------------------- These three buttons line the very bottom of LapTrap. Each button, respectively, will either return you to the sign-in screen at the very beginning, allow you to exit LapTrap and return to the game, or exit the game. If you choose 'Quit Game,' there will be a confirmation screen before you actually do exit. =============================================================================== Walkthrough =============================================================================== ------------------------------------------------------------------------------- The Tomb ------------------------------------------------------------------------------- The ClueFinders automatically start at the Cheap Jeeps activity. Here, you will see three cars: a broken-down one, an average one, and a monster truck. Don't let that fool you. Several times, I've had the broken-down one make it, and the monster truck broke down. Anyways, multiply the door numbers on the sign to see how many miles each car can go. There will be a sign pointing to Cairo showing how far you need to travel. The number of miles the car can go must equal or exceed the total. Once you pick a car, the ClueFinders will climb into it. You WILL know if you picked the correct car, because if you do, LapTrap will comment on being the one to drive the car, and it will go all the way in the following cutscene. If you pick the wrong one, the ClueFinders will just jump into the car without LapTrap saying anything, and the car will break down while climbing the hill and roll back to Cheap Jeeps. ------------------------------------------------------------------------------- The City of Cairo ------------------------------------------------------------------------------- Well, you made it to Cairo. Now, you must find someone who can translate the scroll the ClueFinders found. This may seem impossible, but you are aided by an unlikely ally: a strange blue cat with an oddly human-sounding voice. It walks out in full view of the ClueFinders, and Socrates, being a dog, decides to chase it. The cat flees into an antique store and disappears. The ClueFinders follow Socrates into the store. At that moment, Ramses the owner of the antique store decides to wake up. Cheered up by the prospect of customers, he explains to the ClueFinders that he was sleeping because 5,000- year-olds need a lot of rest. Joni shows him the scroll, and he tells them that the scroll talks about an ancient evil. Just by looking at the scroll, he can tell that whoever it was that kidnapped Professor Botch wanted to unleash the power of Set. Then he explains that the scroll talks about an ancient place of power that will give people the power to stop Set. The five clues that guide to that place of power, however, are written in hieroglyphics, and he is unable to read it without cairoglyphs! Now, you must leave the antique shop and fetch Ramses twelve cairoglyphs for each of the five clues. -------------- |The First Clue| -------------- Exit the antique shop, and head left. When you see the archway and the statue of a man, head up. You should an export shop. Enter the export shop. It is activity time! You will be playing World Exports. The owner of the export shop is more than happy to give you some cairoglyphs, but she is having some problems. She is unable to figure out where the parcels are supposed to be sent to. She knows that it is somewhere on the map, but she is unable to figure it out. If the ClueFinders can help her figure out where the parcels will go, she will reward them. You will get a cairoglyph for every two parcels you ship! Make sure you pick them up and put them in Joni's backpack, though. After awhile, she will say that she is out of cairoglyphs, and you can leave the export shop. Head back until you are outside the antique shop again. This time, take the path to the right, and continue traveling until you see another shop. When you enter the coffee shop, the owner here will also give you cairoglyphs if you can help him solve his problem. Time to play Cairo's Best Coffee! Every time you help the waiter develop the correct amount of coffee, you will receive a cairoglyph. Once you are unable to collect anymore cairoglyphs, exit the shop and head to the right. Keep going until you spot a fabric store. The salesgirl is having trouble cutting the correct amount of fabric for the customers, and she wants you to help. Everytime you help her, she will give you a cairoglyph. Once she has no more cairoglyphs, you can leave the fabric store. The game played here is Gorgeous Fabric. "Cloth?! Hel-lo! This is fabric! It's gorgeous, and I've people all over Cairo screaming for it!" There are two more places to go: the boat shop and the stone mason. When you encounter the boat shop, leave since you can't do anything here. It's useful, however, to have it recorded into LapTrap's memory since it will make it much easier to go to. Continue walking around until you see an opening with a huge stone slab near it. Head into the opening. The stone mason wants you to help him with his, er, masoning, and he will give you a cairoglyph every two times you help. Here, the activity is Set in Stone. Once you have your twelve cairoglyphs, head back to Ramses's shop, open the backpack, and place the twelve cairoglyphs on his table. After looking at them, Ramses will tell you the first clue: "Out of stone I am made, Great secrets underlaid." A scroll with the translated version will be available in Ramses's shop if you need to read it or any of the later clues again. Once you are done here, leave the antique shop. Here, a cutscene with Professor Botch and Loveless will occur. Botch, who is sitting in a cell, will eventually be released by Loveless for them to have a "talk." Loveless wants to ask the Professor something, but at this point, we don't know what he wants to talk to the Professor about. --------------- |The Second Clue| --------------- Use LapTrap to head back to the export store, coffee shop, fabric store, and the stone mason in any order that you wish. Once you have all twelve of your cairoglyphs, it is time to revisit Ramses! Give him the cairoglyphs again. This time, your clue will be: "An icon carved of ancient stone, Missing only my rightful throne." Once again, after the ClueFinders comment on the clue, leave the antique shop. Yet another cutscene with Loveless and Botch will occur! The two of them are seated at a table, and Loveless claims to have only one question. "Where. Is. The ring?" Botch, of course, doesn't know what he wants the ring for, and he doesn't know where it is. Loveless believes that he is lying, and tries to pressure him into answering. When Botch didn't answer, Loveless starts to threaten the ClueFinder gang, when he realizes that they may be the ones to actually have the ring! -------------- |The Third Clue| -------------- Once again, use LapTrap to head back to all of the activities, and head right back to Ramses once you have your twelve cairoglyphs. Give them to him, and let him translate your third clue. "A lonely vigil, I guard the gate. 5,000 years, and still I wait." The ClueFinders will yet again comment on the clue, and at this point, you can tell that LapTrap is sick of this. Either way, you're going to have to once again leave the antique shop. Cutscene time! Here, Loveless is addressing his two minions. He tells them to follow the ClueFinders, and eventually take the ring from them. From this point on, you will start to see the minions hiding behind various landforms, even though the ClueFinders won't notice them at all. Don't worry, though. They won't attack you... not yet, at least. --------------- |The Fourth Clue| --------------- Yet again use LapTrap to find your twelve cairoglyphs. Once you have them, give them to Ramses again for your fourth clue. "My likeness I immortalize, and behind me, my treasure lies." After you comment and leave the shop again, you will have another scene with Loveless and Botch. Loveless cackles about how his minions will soon return with the ring. Botch, who thinks he is getting married, beams. Loveless is exasperated with him, and tells him that he is up to no good. Finally, Botch drops the facade and starts to grow worried. Loveless explains that with the ring, he can proceed with the "ceremony" to unleash chaos upon the world. Botch is horrified, and Loveless does the typical "evil villain" laugh. -------------- |The Fifth Clue| -------------- Finally, you are on your way to receiving your final clue! Use LapTrap to head and help the shops one last time, and after receiving the cairoglyphs, head to Ramses for your fifth and final clue! Here, it branches slightly: "To make the secret door appear, touch [blank], [blank], then an ear." or "Tap the [blank], then twice the knee. Then the secret door you'll see." Wherever there's a [blank] written means that it varies. Personally, I have received the following combinations: Version 1: Hand, foot, then an ear. Knee, beard, then an ear. Version 2: Tap the beard. Tap the nose. The ClueFinders FINALLY know what they are supposed to look for, but they conveniently don't tell you. Meaning you have to find it yourself, or get me to help you. Exit the antique shop, and head to the left to the statue of the man. Poke the parts that the fifth clue told you to tap, and watch the statue move upward to reveal a hidden doorway. Head inside. Continue through until you reach a dead end. And who should you see but Ramses! Also, you will have to do Secret Chamber Challenge. Use the puzzle pieces to make a perfectly filled puzzle on the wall. You can rotate and flip the pieces as well. Once you finish it, another scroll will appear. Ramses will attempt, emphasis on attempt, to translate it. "The threat to our land is deep and dark. Stopping him won't be a walk in the park! But you have proven worthy and wise. What a swell bunch of gals and guys! But when the pretender tries to take the throne, You won't be able to stop him alone. You'll find allies on a secret place on the Nile, But gearing there may take you awhile. You can't walk or fly there, you'll have to float. So get out of here and go south in a boat!" Horrible, isn't it? That's exactly what it said. You can tell that Ramses was translating this on the fly. Anyways, the scroll told you a very piece of info. Float. What floats? A boat! So head out to the boat shop! The boat shop owner is more than happy to lend you a boat. Here, you will play Floats and Boats. Experiment with the pieces and push launch when you have all the parts to a boat. Once you have a boat that will take you in the direction you need to go, the ClueFinders will climb into it and take off down the Nile! ------------------------------------------------------------------------------- The Nile Kingdom ------------------------------------------------------------------------------- The boat of the ClueFinders stops automatically in the Nile River. They are startled, and then Leslie spots an obelisk on an island. Owen wonders whether this is the 'secret place on the Nile' that was mentioned (see the previous riddle). Joni thinks that this is brilliant, and they decide to get off of the boat and check out the obelisk. When they head to the obelisk, you see something surprising: remember the blue cat that led you to Ramses and his antique shop? Guess who's back! Anyways, the ClueFinders don't seem very surprised to see it. The cat will greet you and tell you that this is her palace. The help that you want will be inside. Joni is excited by this, and asks the cat to let them in. The cat claims that she will love to let you through, but that there is a problem: several of the gems that are patterned on the five palace doors have been stolen by the local mice. These mice act like Ancient Egyptians, and the cat claims that she is too weirded out by them. "They are a little too... weird, for me." She asks you to go and get the gems back, and she will open the doors for you if you do. -------------- |The First Door| -------------- There are sixty gems total, twelve gems for each door. The ClueFinders agree to go ask the mice back for the gems, and although they appear to travel together, you will only see one of them, Socrates, and LapTrap at an activity. To leave the obelisk, go around to a side and travel down. Then head to the left or right of the path. You will see two branching pathways. Head up one of the two pathways. You should be able to see the river. If not, you went the other path. I'm going to assume that you went right first, and up the left branch. Here, you will see a mouse standing next to a block with pictures on it. He will tell you that he wants you to make a sentence describing his picture (basically, you are playing Artiste Mouse). Every time you are able to describe two of his pictures, he will pay you with a gem. Once you are finished with him, head back to the branching paths and head up the right branch. Here, you will find a mouse general and his warriors. They are looking for some cheese, but are unable to read the map. You're job is to help them read the map and direct them to the cheese. If the mice are able to find the cheese, the general will reward you with a gem. This activity is Map Mice. Anyways, head back to the two branching paths and head to the right until you see two more branching paths in a woody area. Head up the left path. If you do, you will encounter the activity Columns' 'R' Us. Here, you will have a sheet of blueprints with a column height. Using the pieces given, make three columns of the height shown on the blueprint. For every set of three, the architect will give you a gem. Leave once you have all the gems he can give you, and head up the final branch. At Rolling Stone Builders, a bunch of mice are trying to build a pyramid using sentences. Replace the removed word of the sentence with the correct word, and the foreman will pay you with a gem for each sentence. Well, you have all twelve gems! Head back to the doors of the obelisk. The cat will instruct you and tell you to place the gems in the pattern shown. Replace the gems, and the first door will open! --------------- |The Second Door| --------------- Head back to the mice, and gather up twelve more gems. Once you are back, talk to the cat again and replace the gems on the doors. Easy, huh? Don't worry, it gets more detailed later. Sorry that this section was so short! -------------- |The Third Door| -------------- Once again, collect twelve gems from the mice and head back to the obelisk. But you will encounter a little problem... Alistair Loveless's minions, who have been following you, attack you! One of them will grab Joni's arm (the one with the ring on it) and chant something. "Olah, tagu, sayam, sing, Come to papa, little ring." The ring hops off of Joni's finger and into a little box that the minion had. The other ClueFinders are slightly spooked by this, but Joni reminds them that she needs a hand. The minions run off, with LapTrap panicking and Joni waving their fist at them. But then, Santiago brings something up. "Who were those guys?" Unfazed from their encounter, the ClueFinders head back to the cat, solve the pattern on the door, and open the third door. --------------- |The Fourth Door| --------------- Luckily, nothing will happen to the ClueFinders this time as they once again go back to the mice, gather up the twelve necessary gems, and head back to solve the door. They open the fourth door, and have only one left. However... The minions hand the ring over to Loveless, who then tells them to run back to the ancient pyramid to prepare. Botch once again pleads with Loveless to stop his plans, saying that he is making a terrible mistake. Loveless once again cackles insanely. -------------- |The Fifth Door| -------------- For the last time, head off on a fetch quest. Collect the twelve necessary gems and head back to the palace. Meanwhile... Loveless gloats about his possession of the ring, and we see all of them inside the ancient pyramid. The minions work and cause the pyramid to rise. Botch starts to panic again as Loveless laughs evilly. Solve the door. The cat is very impressed, and she tells them that they may now enter her palace. "However, what you see may... surprise you." Go inside the fifth door, and into the only other doorway. Here, you will run into a large stone crocodile head, who will challenge you to a game: Crocodile Bridge. Select the right ball, pull the plunger back, and launch the ball at the target. If it hits the blue part of the target, the statue will fall and form a piece of a bridge. Make all four statues fall, and cross the bridge. The six ClueFinders will find themselves inside a tall narrow place filled with heiroglyphs. Leslie says that they are now inside the obelisk they saw in the palace. Joni scoffs at this. However, a voice claims that it might be magic. Thunder booms, and all of them find themselves high up in the air standing on a cloud. Horus, Bast, Sobek, and Isis, four Gods and Goddesses of Egypt, appear and give them greetings. The ClueFinders could do nothing more then blink. Horus then tells them about how impressed that they are with the little gang, with some encouragement from Sobek. He also says that they have decided to give the ClueFinders special powers. And the reason they want the ClueFinders to fight the forces of chaos? "We'd battle the forces of chaos ourselves, but, uh, we've got a little height problem..." Horus then bestows the power of flight on Owen. Bast gives Leslie the power of intelligence. Sobek grants Santiago immense strength. And last but not least, Isis hands over the power of bravery on Joni. Socrates and LapTrap are scared of what had just happened, but they say nothing. The four Gods and Goddesses wish them luck, and send them shooting out of the obelisk inside a fireball towards the pyramid. ------------------------------------------------------------------------------- The Ancient Pyramid ------------------------------------------------------------------------------- Once the ClueFinders land near the pyramid, you will see the entrance to the pyramid rise up into the air. The determined ClueFinders want to head inside. Go into the pyramid. Once you do, the door will slam shut behind you. There's only one path, so keep going down it until you see the Sphinx. Now, the Sphinx's personality is a mix of sarcasm and dry wit. He won't even attempt to eat you, though he does say at one point that you look like something you ate. Anyways, this will be a word problem, with four answer choices. Once you pick the correct answer, the Sphinx will open the door for you. Head through. As you continue heading through the pyramid, you will run into the Sphinx several times. I've lost count how many times. After awhile, you will emerge into a hallway with a large ceiling. Head through the door, and you will see a huge pit. Joni will shout out a greeting, which wakes up Thoth. Thoth will conduct the Chasm of Words game, where you create a bridge of words by spelling them. Once you spell them correctly, the door will open. At this point, a cutscene will occur. Professor Botch works up some nerve and says that he will stop this. Loveless scoffs, and tells his minions to seize him. One of the minions grabs Professor Botch, who promptly panics again. Loveless cackles, saying that no one, including the ClueFinders, can stop him now. He raises the ring to the sky and laughs as swirling energy surrounds it. The ClueFinders continue to head through the pyramid. It will be an exact duplicate of the previous section; several puzzles from the Sphinx and then the Chasm of Words by Thoth. After you finish this section, there will be yet another cutscene. Loveless invokes for Set to awaken. However, the ring hops off of his finger and attaches itself to the image of Set carved onto the floor of the temple. Large cracks began to appear on the floor, and Loveless finally doesn't seem too sure of himself. Once again, the pyramid will be identical to the last two sections. Suffer through the Sphinx's problems and Thoth's spelling test to make it to the next cutscene. The image of Set shatters and the God of Chaos himself erupts from the floor, wearing the ring. He thanks Loveless for the ring, and then decides to punish him for his foolishness. Loveless is sucked into the mummy of Per-Absen, which is inside the pyramid right next to him. For the final time, head through the pyramid. The Sphinx will even comment about it being the last time once you see him for the last time. Thoth too will comment about it being your last time. Once you finish the spelling bridge, watch the ClueFinders stop Set. They will burst through the door, and Joni calls out for Professor Botch. No one expected them, and everyone is surprised. Set calls them puny, and LapTrap, strangely enough, retorts with one of his rare fits of bravery. At this point, Loveless (still inside the mummy), will jump out of the sarcophagus and try to command Set. The annoyed Set knocks Loveless and his minions into the pit that he came out of. Then he turns his attention to the ClueFinders. Joni says that they aren't afraid of him, and that they will stop him. Santiago ponders out loud the million-dollar question. "How are we going to do that, Joni?" Set agrees, and says that he is the God of Chaos, and that being humans, they must do as he says, for he is very big, and the ClueFinders are very small. Botch panics again and says that they should just run. Joni disagrees and says that they have a plan quite boldly. "...Right, Leslie?" Set laughs at this, but Leslie manages to come up with something. She sends Joni to distract Set, and Owen to fly Santiago to the pistons holding the place up, and for Santiago to get rid of the pistons. This succeeds, and the pyramid begins to collapse. Set falls back into the hole, which seals back up. The ClueFinders and Professor Botch flee the pyramid and watch it fall below the ground before the ClueFinders transform back into their normal selves. In the next scene, the ClueFinders are on a plane, heading home. Even Socrates is in the main part of the plane, although he is disguised with a hat, coat, and mustache. Botch proudly says that they saved the day. You learn that all of the artifacts, including the ring and the scroll are returned to the tomb. Santiago is pleased to say that Loveless won't be bothering them or Egypt again and Socrates barks his happiness. LapTrap agrees with Santiago. "Good riddance! It'll be too soon before I see that man again!" However... in another part of the plane... a man lowers his newspaper to glare at the group, and you see Alistair Loveless, still trapped in the mummy's body. He cackles insanely as the plane leaves, and you can only wonder what he is up to next... THE END Now, you can either quit the game or replay the game. Do whichever one you want to! =============================================================================== Practice Mode =============================================================================== Practice Mode can only be accessed through the sign-in sheet (there will be a button that says Practice Mode) and any progress made here will not be saved for the main adventure. Practice Mode has some benefits. You don't have to worry about solving the mystery. You can stay here and play some of the games and activities you are weak in. Otherwise, Practice Mode is just like the game. The characters will explain to you how to do these activities. There will be no physical reward (in a sense) for solving the Practice Mode problems. It will level up like in the normal game, but you will get no other reward for solving them. However, any time you do level up, it will carry over into the actual game. =============================================================================== Activities =============================================================================== ------------------------------------------------------------------------------- Math ------------------------------------------------------------------------------- ----------- |Cheap Jeeps| ----------- In this activity, there are three cars for you to choose from: a monster truck, an average car, and a hunk of junk. Don't let the appearance of the cars fool you, however. In all four levels, it is basically the same: each car has a sign above it that says how many gallons of gas it has and how many miles it can go per gallon. On the right side is a sign that says how many miles it is to Cairo. You have to pick the correct car. To do this, multiply the two numbers on the sign to see just how far that car can take you. Once you do, check the number on the sign again: if your answer is higher or equal to the number on the sign, then that car will be able to make it. You will know if you made the correct choice; however, you can't change it if you find out that it is wrong. Once you select the correct car, LapTrap will say that he is driving before they climb into the car. If you did somehow pick the wrong car, then the car will go halfway to Cairo before breaking down and falling back to the Cheap Jeeps activity. In later levels, you will notice that there are decimal numbers on the sign. To deal with these, estimate; only use a calculator if you really need to. Exact numbers are not really necessary, an estimate is usually enough. ------------------- |Cairo's Best Coffee| ------------------- Possibly one of the easiest games ever. There is a math problem on the sign that is labeled 'Today's Special'. On the far right side is a waiter holding a tray. Next to the waiter on the counter are several cups of coffee with numbers written on them. The concept here is relatively simple: solve the math problem on the sign. Once you have found the answer, look at the cups of coffee. Find cups of coffee whose numbers add up to the answer you got to the math problem and add them to the waiter's tray. If the waiter leaves, you found the correct answer. If the answer is too low, the waiter won't move. If the answer is too high, then the waiter will say, "Hmm... too much coffee!" Typically, each answer can be found using only two cups, though you may use more if you wish. Here, the levels are set. Level 1 will be addition, Level 2 will be subraction, Level 3 will be multiplication, and Level 4 will be division. --------------- |Gorgeous Fabric| --------------- Heh, I love this activity. Mostly because I love what it deals with: fractions. Yes, some people may find fractions as the instrument of doom, but personally, I love them. This deals (obviously) with fabric. On the board is a fraction problem, with the answer being the amount of fabric you need to cut. First, make sure you solve the problem on the sign. Once you find the answer, figure out which bolt of fabric (more than one can have the correct answer) has the required answer. Once you find it, pick up the pair of scissors and drag them over the fabric. When the top of the fabric displays the equivalent of your answer, let go of the scissors to cut it. Most of the time, the answer will be identical to what you find. But in later levels, it asks you to find equivalent fractions, subract fractions, deal with mixed numbers and improper fractions, add/subtract fractions with different denominators, and deal with larger bolts of fabric. --------------- |Columns' 'R' Us| --------------- This one's quite cute. You have to help a mouse build three identical columns for a palace. You can only build them one at a time, so don't worry about preserving pieces; they will be replaced. Attached to a column on the far right is a blueprint that shows a number; this is how high each column must be. Look at the pieces at the bottom. Each one has a number on it, in decimal format. Find column pieces that add up to the number shown on the blueprint, and then friendly little mice will appear and finish the column. You have to complete a set of three to get what you need. Early levels are easy, with the numbers being X.0. However, later levels use decimals that are in the halves, and then other numbers in the tenths and also the hundreths place. But, if you are on this site, then you know how to deal with them, right? --------------------- |Riddles of the Sphinx| --------------------- Here, you will see a door, with the Sphinx sitting beside it. The Sphinx's specialty are mathematical word problems. The math is generally very simple, but he does throw in extraneous information, so be careful. Make sure you don't use any numbers you don't need! Read the problem carefully, and figure out what it is asking. Once you do find the correct answer, the Sphinx will open the door and let you pass, though not before treating you to a wisecrack. In fact, though I don't recommend it, random guessing WILL work here; you see, this a multiple choice question. There are four possible answers, but only one of them is correct. You can pick up the mock-a-stone and stick it in the slots next to the answer. However, by guessing and checking, the game will think that you are finding the problems much too difficult and not progress your level. The problems get more complex as the level goes on, with more extraneous info. ------------------------------------------------------------------------------- Language Arts ------------------------------------------------------------------------------- ------------ |Set in Stone| ------------ This is a very easy activity. You will see a huge block with a story on it. The stories are usually either Egyptian myths from real-life or history about the country of Egypt. Anyways, this block is broken up into several word segments that may or may not be sentences. Nearby, there will be a flag and a sled. The flag will ask a question based on the information in the story. The easiest thing to do here is to read what is written on the flag, and then, keeping the question in mind, read the story. The answer is practically word-for-word in the story. Once you find the answer, pick up the segment of stone with the answer. Make sure ONLY the answer is in the segment; the game will not accept it otherwise. Place the stone on the sled, which will be whisked away. As far as I can tell, there is little to no difference between the levels. It's possible that the stories get more complex, though I never spotted anything. ------------- |Artiste Mouse| ------------- The artist mouse will have drawn a picture, and he wants you to make a sentence of his drawing using the words provided below. You have to make a complete and detailed sentence (if the sentence is too simple, he will say that it is wrong, so choose your blocks wisely). However, if the sentence is too long, he will also complain. Pick of the blocks and place them in the slot in the correct order below the drawing. Once you manage to make the correct sentence, place the period by the foot of Joni at the end of the sentence. Once you do, you will be treated to a cute little animation of the drawing that is based on the sentence you wrote. If you wish to see the animation again, just click on the drawing. As far as I can tell, there is really no difference between the four levels. ---------------------- |Rolling Stone Builders| ---------------------- This is very simple. A sentence will be presented to you, with one word taken out from it. The incorrect word will be on the top in red. There will be other blocks on the bottom of the screen showing other words. You have to pick the word that will fit best in the sentence. You will have help from the foreman mouse. He will tell you what sort of word he is looking for, whether it be the synonym or the antonym of the word. Quite easy to do, and very simple. You have the fun of seeing the unused blocks crumble into dust and disappear. You will mostly deal with synonyms in the first two levels, and antonyms in the last two levels. -------------- |Chasm of Words| -------------- Chasm of Words is quite self-explanitory. Your job is to pick up some of the letters from the pile on the left, and spell a word on the blank tiles. The one you spell will be told to you by Thoth. If you didn't catch the word, click on him again so that he will repeat. Like I said, click and drag the letters until you have spelled the word. If you spelled it correctly, more blank tiles will appear and Thoth will go onto the next word. However, if you spell it wrong, the letters that are in the wrong places will be removed and you have to try again. Any correct letters will stay where they are. Each time you complete a word, a letter from that word will be in the next word although not necessarily the first or second letter. It is not random; I recall that it even got to the point where I knew what Thoth would say next before he would even say it, because I've played this so many times. The higher the level gets, the harder the words are to spell. ------------------------------------------------------------------------------- Geography ------------------------------------------------------------------------------- ------------- |World Exports| ------------- Now, this is a relatively simple game. Here, you are faced with a map on the screen, with various places on the map colored in with names on them. All of them are not. A package will come rolling down the conveyor belt. On the package will be a sticker that has a description of the place the package is supposed to go to. Also attached to the package is a tag, which also has information written on it. Use the information on the tag to figure out which location on the map the package must go to. When you have figured this out, take the pushpin from the bottom of the map and place it on the location. If you are correct, the conveyor belt will move and a new package will come along. In early levels, it will give you clues based on location on the map. In later levels, it will start asking you about elevation and the latitude and longitude the place is. -------- |Map Mice| -------- Map Mice is also relatively simple, but it can get frustrating for those that do not pay attention to detail. Your object is simple: Get from the starting position on the map all the way to the cheese. There is a scroll on the left, where you can place directions. The directions that you can place are on the right side of the screen. Depending on the level difficulty, you will require three, four, or five. Either way, take the blocks of directions and place them in the scroll to give them a path. Now, here's the tricky part: on the map will also be various hazards that the mice must avoid. They must avoid crashing into objects, like buildings and trees, and they must avoid running into water. The mice will follow the directions in the exact same order as you give them. If you tell them to go 5 N, 3 E, 2 W and 7 S, they will go in that order and nothing else. Also, be careful. The mice will also sometimes need to go diagonally (NE, NW, SW, SE), and sometimes one grid on the map can represent more than one space! ------------------------------------------------------------------------------- Science ------------------------------------------------------------------------------- ---------------- |Floats and Boats| ---------------- This is perhaps my favorite activity in the entire game! Too bad that you can only do it once per playthrough. In Floats and Boats, you must build a boat that will take you south on the Nile River. To build a boat, you must select a hull, a sail, and a motor from the chart listed. Each one is a different size, ranging from small to medium to large. Now, there is no way to statistically solve this problem. You need to play and experiment with the different pieces until you find one that goes south. Once you have your boat, press 'Launch.' One of three things will happen. The boat will either start sailing north, it will sink, or it will sail south. If the boat starts sailing south, that means
that the parts you found work perfectly and you can continue on through the game. However, if the boat sinks, that means that the parts you selected were too heavy for the hull. Either choose a larger hull or smaller sail and/or motor. If the boat starts sailing north, that means that the motor isn't strong enough to fight the current of the Nile River. When this happens, pick a larger motor. Anyways, once you do manage to get the correct pieces, the ClueFinders will hop into the boat to continue on their journey. There is no difference between different levels, really. However, I noticed that a combo of large hull, medium sail, and medium motor work every time on the first level. ---------------- |Crocodile Bridge| ---------------- Now, here, you must construct a bridge across the river of crocodiles. To do this, note the four crocodile statues. Each of them has a piece of the bridge on their head. You must knock them into the water to form a bridge. But, how do you knock them into the water? Easy. See the shields they are holding with a blue target in the center? Depending on the level, the blue target will be large enough to fill the whole shield or tiny enough for it to be barely seen. You must use a ball to hit the target to knock the crocodile into the river. To make a ball hit a target, you must consider the force, angle, and mass. An even angle on the launcher usually works, depending on the height of the target itself. The plunger will apply force to the ball inside the launcher. The greater the number, the greater the force. And the mass of the ball, which will be written on the ball itself, will also determine everything. The balls have a mass of one through eight. The launcher itself can also be moved left or right to position itself in front of the crocodiles. It does not matter which order you knock them down. This is a guess-and-check game; there is no way to know for sure unless you have played it several times. A high target will require more force, a greater angle, and a lighter ball. But don't overdo it. A ninety-degree, eight-force, one-mass ball can be launched, but it will never come back. Don't underdo it either; a zero-degree, one-force, and eight-mass ball will simply roll off of the launcher. I've always had success with the eight-force and the eight-mass ball, only adjusting the angle and the position of the launcher. Try it, and see what combinations work for you. ------------------------------------------------------------------------------- Logic ------------------------------------------------------------------------------- ------------------------ |Secret Chamber Challenge| ------------------------ This is also fun! Secret Chamber Challenge is like a jigsaw puzzle. There will be an uncompleted puzzle on the wall, with yellow spots clearly showing where the pieces will go. However, you have to figure out WHICH piece goes WHERE. Each piece will only fit in one place on the puzzle, and it is up to you to guess where. In the first level, most of the pieces will be on the puzzle already, leaving you to place the few remaining pieces on the board. In the second level, more pieces will be removed, and you have the option of rotating pieces (if it is required, of course). In the third level, even more pieces will be removed, and along with the option to rotate pieces, you will also have the option to flip a piece over. In the fourth level, nearly all of the pieces (except one or two) are removed. To rotate a piece, click and drag it over the picture of the guy spinning in the hoop. You can rotate a piece as many times as you want it. To flip a puzzle piece over, move it over the picture of the two guys that are facing away from each other. ---------------- |The Palace Doors| ---------------- This is the only activity in the entire game that doesn't have the level-up system. There will be a pattern on a door, with twelve gems missing from the pattern. Using the gems you have, you must complete the pattern so that the pattern is in perfect synchronization. The factors include the alignment of the gem and color. Four colors will be available. Whether only one color, two colors, three colors, or four colors are used on the door will be left up to the discretion of the game. The colors of the gem will be on the door. So will the alignment of the gems. Using these factors, place the other twelve gems in the correct spots. =============================================================================== Copyright =============================================================================== This guide is Copyright (c) 2006 by RandyPandy, aka Shree Panda. This guide is only available for private, personal use and may not be replicated, duplicated, editted, altered, or modified in any way. The only sites allowed to host this FAQ are: GameFAQs.com and its affliates NeoSeeker.com and its affliates DLH.com and its affiliates Supercheats.com and its affiliates If this guide is found anywhere else, please remove it as it would violate the copyright laws to keep it on. To contact me, use the following email address: randypandy13 (at) yahoo (dot) com