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- Date: Fri, 4 Dec 1992
- From: Michael Pemberton <michaelp@ux1.cso.uiuc.edu>
-
-
- Laura Bow 2: Dagger Of Amon Ra
-
- Introduction
-
- So, you didn't have enough with finding heaps of bodies and almost getting
- killed in the Colonel's Bequest. Now you want to find even more bodies (in
- even more grisly condition) and almost get killed again. Some people just
- never learn, huh? (grin)
-
- The first thing you should do is sit through one playing of the game's
- introduction. This sets up the mystery to follow, and also provides a valuable
- clue or two for the end game.
-
- Throughout this walkthru, I will be making the assumption that whenever you
- examine something, you are doing it with both the naked eye and the magnifying
- glass (so I won't have to keep repeating myself ;). This is very important, as
- often you will not see a critical piece of evidence if you don't use the
- glass...and you do have to see pretty much everything (as well as taking
- anything that isn't nailed down, in the usual tradition of adventure games).
-
- I will also be assuming that you're saving the game as you go along, just as a
- precaution. Even with a walkthru in hand, it's easy to make a little mistake
- and find yourself dead, or head into a new Act without some vital item.
- Certain places are more dangerous than others, and I will warn you
- specifically to save at those points...but be sure to do it regularly
- throughout the game nonetheless.
-
- Act I is fairly standard stuff, and it's hard to go wrong there. After that,
- the next four acts take place in the museum, and the clock advances and acts
- changed based on both time and actions. So, especially in Act III, time may
- drag a little. If you've done everything, just be patient. Eventually the
- action will pick up (and when you get to Act V, you may wish things were a bit
- slower!).
-
- In Act VI, where you make your accusations, you have to be very careful. One
- mistake here could bring Laura to an untimely end, and we don't want that.
- This is particularly true since you can't save in this segment, so you have to
- get it all right the first time.
-
- Finally, two maps come with the game. One is a layout of the main level, and
- is on the "museum card" that comes in the game box. The other is a rough
- drawing of the lower level in the Leyendecker guide book. Since these are
- available, most of the time I'll just be telling you which rooms to visit
- without giving the directions. With the maps at hand, you should be able to
- find your way to various locations without any trouble.
-
-
- Act I
-
- Okay, so here you are, Laura Bow, hotshot reporter for a great metropolitan
- newspaper with an unusually long name (heh). After you pass Rube's simple
- Egyptology question (the game's copy protection of sorts; if you happen to be
- up on your Egyptology, you probably don't even need the stuff in the manual),
- have a seat at your desk.
-
- This will bring up a view of the blotter. Lift the lower right corner to get
- the drawer key. Open the drawer and take the press pass inside. That's all in
- the desk, so investigate the trash can next. Hmmm...a baseball, eh? Who knows,
- maybe you can break a window with it or something.
-
- These are the only things to find in the office. Now have a chat with Rube and
- ask him about everything that's in your notebook. When you've exhausted his
- fund of knowledge, it's time to hit the streets and do some investigative
- legwork of your own.
-
- Much of what follows can be done in almost any order, at least to a point. So
- if you're already playing the game and did things a little differently, don't
- worry about it. By the way, the museum is closed and will stay closed until
- you're ready for the big party, so there's no reason to go there until the end
- of Act I.
-
- Let's try the police station first. Touch the taxi sign with the hand icon,
- and wave your press pass at Rocco (who must have a very poor memory, since you
- have to show him your pass every time you ride in the cab).
-
- When you arrive at the precinct, you'll find a drunk snoring away on the
- sidewalk. Amazing that the cops let him sleep here. Anyway, go over there and
- try to wake him up (use the hand icon; talking doesn't work too well). He
- isn't interested, and turns over. That's enough for now; step inside and have
- a brief talk with the desk sergeant.
-
- Not very cooperative, is he? However, his outburst holds a clue to what can
- soften him up a little, namely some food. Keep that in mind as you head for
- the office door in back and a visit with Detective O'Riley.
-
- This portion is all automatic, and O'Riley isn't any more helpful than the
- sergeant; in fact, he may even be worse. At least you got a look at the skimpy
- police report before he kicked you out. Don't bother trying to get back in
- again; this is the one and only time you'll see O'Riley until the museum fund
- raiser this evening.
-
- When you leave the station, you'll note that the drunk has gone, but his
- newspaper is there on the sidewalk. Picking it up and examining it shows you a
- coupon for a free corned beef sandwich. Just the thing for Flaherty! Now all
- you have to do is find Luigi.
-
- Which isn't all that difficult, since he just appeared outside the paper. Take
- the taxi back to the Trib, and exchange the coupon for a sandwich. Poor Luigi;
- for some businesses, modern advertising methods don't work too well. But you
- have what you need, so taxi on over to the precinct house again.
-
- Give the sandwich to the sergeant, who will now be happy to answer any of your
- questions. As it turns out, he knows very little about most things, but he has
- one piece of important info, namely the password to the speakeasy (which
- conveniently appears in the back of your notebook).
-
- Time to visit the laundry. Outside, you'll see three kids burning up ants (an
- old New York pastime, no doubt ;) with a magnifying glass. Stinky isn't a very
- pleasant kid, but Biff is a bit more mellow. Offer your baseball to him, and
- you'll get the magnifying glass. Step inside and have a talk with Lo Fat if
- you like; he doesn't have any real information for you, but it's interesting.
-
- After this, take a ride to the docks and meet Steve Dorian. He'll give you the
- information that Carrington was picked up by the Countess Waldorf-Carlton, and
- her name is now in your little black book. That's about all you'll get from
- Steve, and I know you really want to have a peek at the speakeasy, so make
- that your next stop.
-
- After saying the secret word, talk to Ziggy who is sitting at the first table
- on your right. This will add another name or two to your book, and acquaint
- you with the Amon Ra riddle, which is of critical importance later on (of
- course, since you have this walkthru, you don't really have to puzzle out the
- answers, but you might want to try figuring it out before you get down to Act
- V of the game).
-
- In the rear right is the door to the Women's Lounge, currently inhabited by a
- not very savory flapper. You can interrogate her, although you won't learn
- very much. That takes care of your first visit to the speak.
-
- When you call for a taxi, you'll notice that you finally get a different
- driver, namely Bob The Slob. Filthy would be an understatement for the
- condition of his vehicle. However, all that trash is about to provide you
- with a very necessary item.
-
- Don't be in a hurry to give a destination. Instead, start moving around the
- trash that is just to the right of Laura. Do this by putting the hand icon on
- a piece of garbage, holding down the mouse button, and dragging the trash
- away. At the very bottom, you will uncover an old laundry ticket. Now you can
- have Bob drive you to Lo Fat's.
-
- As probably guessed, you exchange the ticket for an evening gown. Still in
- pretty good shape after two years on the rack (good thing it didn't go to rack
- and ruin, eh? ;). Now all you have to do is speed back to the speakeasy, and
- change clothes in the women's room (under the beady eyes of the flapper;
- definitely NOT a nice person). Once you're in the fancy get-up, the program
- takes over and whisks you automatically to the museum entrance....and a whole
- lot of trouble! (grin)
-
- ACT II
-
- All right, you sashay up the steps, and meet Wolf Heimlich, museum security
- chief and stormtrooper-in-training. Wolf is about the only person in the game
- you can't ask anything, because you never have the opportunity. Besides, he's
- the type that likes to be on the other side of the chair during
- interrogations. Hand him your press pass and step into the museum.
-
- Fancy layout, huh? They sure could build some nice things in the old days,
- when money went much further than it does today. A lot of snobbery went along
- with those bucks, though, so don't bother trying to talk to anyone but the
- main characters, because you won't get a response.
-
- What you have to do here is waltz back and forth and eavesdrop on a total of
- fourteen different conversations. You may want to write the numbers 1-14 on a
- piece of paper and cross them off as they occur to help you keep track of
- them. Remember to talk to the suspects and future victims as well (there will
- be time for this inbetween the conversations). They have some interesting and
- important things to say.
-
- Also during your peregrinations, be sure to pick up an empty glass. This will
- come in handy later on, for listening in on people behind closed doors. Sorry
- to say, however, you won't be able to try any of the fine food and drink being
- offered (considering the strenuous evening ahead of her, you'd think Laura
- would be allowed at least a little something; she hasn't eaten all day!).
-
- When you've finished with the conversations (Steve Dorian is here, too, and is
- likely to be the last one you listen in on), stroll over to the museum Gift
- Shoppe, which has been left conveniently unlocked for you. Most of the stuff
- in here is just the usual junk reproductions, but those daggers in the case
- look interesting.
-
- Scope 'em out with your magnifying glass. Made in Pittsburgh, eh? They do
- pretty good work there. Well well, what's this near the end? Funny, this
- dagger doesn't have "made in Pittsburgh" on it. Do you suppose....naahhh, it
- just couldn't be THE dagger, could it?
-
- Well, of course it is, but you have no way of getting it right now. The locked
- case is locked and there's nothing you can do about it. Besides, good old
- Wolfie just goose-stepped into the room and kicked you out.
-
- At least this gives you the opportunity to have a romantic interlude with
- Steve the wannabe artist and sometime stevedore (he also walks a lot like
- Robbie the Robot for some reason). When the moonlight walk is over and you're
- back in the museum, it's time to do a little exploring.
-
- You'll note that all the main characters have, by this time, more or less
- disappeared from view. They'll be turning up again throughout the game, in one
- condition or another (usually dead ;). For now, head into the Mastodon Room,
- then north to the T. Rex exhibit, and pick up the bone. You never know when a
- heavy old bone might come in handy.
-
- Continue on through the Armor Room and into the Egyptian exhibit, far left.
- Since this is a murder mystery, you just *know* there's a body in one of those
- mummy cases. In case you had any doubts, there is also a small pool of blood
- and an ankh in front of one of them.
-
- Before you go discovering any corpses, though, pick up the ankh and take some
- time to view the half Rosetta stone on display. This will put the hieroglyphs
- in your notebook.
-
- Now you can open that mummy case, and get a wonderful view of Dr. Pippin
- Carter, complete with fake dagger through his chest. Marvelous sight, eh?
- Maybe not eating earlier wasn't such a bad idea, after all. After examining
- the body, grab the notebook from his jacket and exit the close-up. This will
- bring O'Riley to the scene and conclude Act II.
-
- ?
- Laura Bow 2: Dagger Of Amon Ra
-
- Act III
-
- This is the longest act of the game, with much to see and do, so remember to
- save often. Once the automatic part at the beginning of the act ends, it's
- time to do some major snooping around the museum.
-
- Let's visit the Old Masters Gallery first. Just because there's been a murder
- doesn't mean you can't take out a little time for art appreciation (heh).
- Actually, there is a lot more here than is first apparent. For instance, there
- is a gleam from one of the pictures. What could this be?
-
- Click the eye on the lower right (for some reason, it has to be the lower
- right corner) of the painting. A close-up with the magnifying glass shows a
- skeleton key! However, it's stuck pretty tight on the canvas, and you have no
- way of getting it right now. Just remember this later on.
-
- Now check out the other paintings. Hmmm...some of them seem a bit recent, eh?
- If you touch them, you'll discover that most are still wet, and you actually
- smear the paint! Get the feeling that some of these "old masters" may not be
- so old, and may even be forgeries? There sure are a lot of strange things
- going on in this museum.
-
- While you ponder that, continue on to the hallway with the statue of Rodin's
- The Thinker. Ah, voices coming from behind Yvette's door. Quickly you whip out
- your trusty drinking glass and listen in. Unfortunately, just as she and
- Olympia are getting to the good part, they lower their voices. Darn!
-
- That's all you're going to get from spying right now, so go over and examine
- the statue. Good stuff, except there appears to be something a trifle odd
- about the neck. Give it a push. The head slides up, and The Thinker looks
- really odd now. And in the distance, you hear something heavy move. Let's go
- find out what that was.
-
- Well well, you uncovered the museum's stairway down to the lower level...and
- what timing, you managed it just as the light bulb burned out. Not everyone
- has talent like that!
-
- Fortunately, a replacement is not far away. Return to Yvette's office and go
- inside (no one is there now). Turn off the desk lamp. Since the bulb is still
- hot, you'll have to wait awhile before you can take it.
-
- Pass the time by going into Carrington's office. Do we hear some voices from
- the previous room? Out comes the glass for another round of I Spy, this time
- on Yvette and Najeer. Busy lady, that Yvette.
-
- When they're done, check out Carrington's desk, especially the phone book and
- the intercom. Bet you could listen in on some other neat conversations with
- that thing! And besides, it's part of your job (grin).
-
- The phone book has some cute names in it, particularly B.Sayff. That's so
- obvious, you might be tempted to overlook it. Don't, because that "phone
- number" is actually the combination to the safe behind the painting over the
- fireplace. Inside is Carlton's diary, which does not shed any good light on
- his widow. My my.
-
- Before leaving, check out the fireplace and grab the piece of coal. Bet you
- were wondering how to read the marks on Carter's notepad, weren't you? Well,
- now you have the right item, so use the coal on the pad. Aww shucks, it just
- has a list of his appointments for that evening.
-
- Anyway, that bulb is cool now, so go back to Yvette's and pick it up. While
- there, also pick up the carbon paper in the trash basket. You'll be able to
- read it soon enough. In fact, just as soon as you've replaced the dead bulb at
- the stairway; hold the carbon paper up to the light.
-
- Gosh, it seems just about everyone around here has some dirty little secret,
- doesn't it? Even Ernie has something to hide. You may notice that the carbon
- paper vanishes from your inventory after you read it. I don't know why that
- happens, but it won't affect the outcome of the game, so you needn't worry
- over its disappearance.
-
- So you traipse down the stairs to the lower level, and duck into the Alcohol
- Preservation Lab. Smelly place, isn't it? And yes, another conversation behind
- a door for you to listen to. Hmmmm...sounds like Ernie may be heading for some
- big time trouble.
-
- But that's his problem, and you have other things to do down here. Check out
- those vats (later you can read Ernie's book and see what's in all of them).
- Say, doesn't number thirteen (lucky number) seem to have been used rather
- recently? Let's look into this.
-
- Swish....swish....swish....what fun....let's hope you don't faint from all the
- fumes (something that could happen if you look into more than two vats at a
- time, so don't ever do that! ;).
-
- Hey, ya got something. It's shiny...it's real gold...it has a sharp point..and
- it *doesn't* have "made in Pittsburgh" on it. Yessiree, you just found the one
- and only, original, genuine, real McCoy, honest-to-gosh Dagger Of Amon Ra!
- (rah rah for you! ;).
-
- However, that doesn't mean you're near the end of the game. There are still
- corpses to be found, people to spy on, places to find, and things to do. This
- is barely the start!
-
- You can visit the storage room in back, but you won't be able to do anything
- there as yet, since Dr. Myklos is looking for one of her pets. Good thing it's
- just her ferret, and not Barney (you'll meet him later, hehehe).
-
- Okay, you've got the dagger, so now you can pry that key off the painting
- (sometimes these ancient artifacts do come in handy). Uh-huh...as you pass
- Yvette's room...more voices. This is especially interesting, so listen good.
-
- While you digest this revelation, pay a visit to Dr. Myklos' office. There in
- the cage, upper left, is Barney the pet cobra. I wouldn't get too close to
- him; those fangs look nasty, and the venom they hold is nastier yet.
-
- Instead, check out what's under the cloth on the right-hand side. Aha, it's
- the other half of the Rosetta stone. Look this over to get the second half of
- the alphabet into your little black book.
-
- There is an inscription on the blackboard, but sorry to say, it has nothing to
- do with the game. For those who insist on knowing (and don't want to take the
- time to do the translation), it says: "I pay homage to thee, ye lords of
- eternity. Ra, strong is thy sail in the wind as thou sailest over the lake of
- fire in the underworld. Behold Shu the mother creating the gods".
-
- Now take a peek at the snake oil on the desk. As you try to pick it up, Dr.
- Myklos arrives and grabs it herself. She'll mention what snake oil does, and
- also tell you about a bunch of cobras on the loose somewhere in the museum.
-
- Wonderful place, this museum. Burglaries, murders, forged paintings, deadly
- snakes roaming around...you were probably a lot safer in the Colonel's house.
- However, there's nothing much you can do but carry on, so you better start
- carrying on.
-
- By now it should be safe enough to nip downstairs, break the glass with the
- dinosaur bone, and grab the lantern. If you do this too soon, Wolfie shows up,
- and we don't want that to happen.
-
- It's about time to find another body. You'll love this one. Trek upstairs to
- the dinosaur exhibit. Ick! A corpse impaled by the pterodactyl...and it has no
- head! Boy, were you smart not to eat anything at the shindig, cause you'd
- probably have lost it by now ;).
-
- Still, we have to figure out who this latest victim is (or was). Now, if you
- had done this atrocious murder, where would you put the head? Of course, you'd
- stick it in the Life Mask exhibit. So naturally you run right there and look
- over the heads. Sure enough, there in the upper right, is poor Ziggy's head.
- While he wasn't exactly the nicest of people, he certainly didn't deserve to
- go out this way.
-
- Your screams bring O'Riley and Wolfie to the scene. Fortunately, O'Riley
- restrains Wolfie from having his own way, and lets you go. What a gentleman!
- (Or is he?).
-
- Say, did we get that key from the painting yet? Probably not, with everything
- else that's been happening lately. Do that now, then go on to Yvette's office.
- Hmmm...that paper cutter wasn't red the last time you were here. I wouldn't be
- surprised if that was blood on the blade, and this is how Ziggy lost his head.
-
- Which reminds us....it's been quite awhile since we saw Carrington roaming
- around, hasn't it? I wonder what could have become of him? Where could he be?
- You don't suppose.....
-
- With some trepidation, you open the office door. Whoops! Looks like Carrington
- just got the point from the killer (quite a line in impalings tonight; perhaps
- the murderer is a descendant of Vlad). Anyway, check out the murder site for
- clues (nothing to take this time, though).
-
- Now we need to pass a little time, so hop downstairs to Wolfie's office. All
- the weapons on the right-hand wall are electrified, except the broadsword, so
- it's best not to touch them. You could try taking the sword, only that will
- fall on you and bring you to a quick end. Best to leave all that alone.
-
- What you do on this visit is check out all the books on the shelves on the
- left-hand side. A careful search will show one book is in backwards. Now why
- would that be? Well, well, well....beneath that Prussian exterior, Wolfie has
- a little romance in his soul....and Yvette's garter as a bookmark. The lady
- sure likes to (ahem) spread herself around (grin).
-
- Okay, that should be enough, and you can return to Carrington's office to
- catch a little chat between Smith and Yvette. Bet you never thought you'd be
- spying on people while standing next to a corpse, huh? Bet they never taught
- you that in journalism school, either ;).
-
- When they've left, go back downstairs again. Ernie's office should be empty,
- and you can pick up the snake catcher under his desk. Also open the toolbox
- and grab the wirecutters (hmmm...beige material...have we seen anyone wearing
- beige tonight?).
-
- Step next door to Wolfie's. You might think that the wirecutters should be
- used on the wire, but that would only lead to a shocking experience. Instead,
- use the snake catcher on the mouse trap. Wow, that Wolfie doesn't kid around,
- does he? At least now it's safe to take the cheese out of the trap.
-
- With this done, you have to walk around a little until the hour strikes. At
- that time, the storage room in the lab will be open. Now you can get in there
- to investigate that mysterious trunk. First though, pick up the snake oil on
- the table (Dr. Myklos must be the absentminded type), then get the disgusting
- meat out of the cold storage locker.
-
- All right, unlock the trunk and immediately drop the meat into it. The beetles
- inside will troop off with their prize instead of devouring you on the spot.
- Look into the trunk and....yes, another body. If you sat through the intro,
- you're probably not surprised to see it here.
-
- And you're probably not surprised by the watch inscribed to Dr. Carrington,
- either, are you? It's been pretty obvious for awhile that Carrington was a
- fake, which explains why so many weird things have been going on around the
- museum.
-
- When you're done with the trunk, head upstairs so you'll be in time to
- overhear a VERY interesting and important conversation between O'Riley and
- Yvette (you don't want to miss this one).
-
- Sheesh, even O'Riley's crooked! At least that explains why the robbery report
- was so skimpy, and why he didn't seem so interested in really following up on
- the burglary. Boy, it looks like you can't trust ANYONE in this place. Good
- thing you're picking up evidence as you find it!
-
- Now you again have to walk around to pass some time until the next hour
- strikes (2 AM). While you're doing that, stop off in the pterodactyl room and
- cut a piece of wire. Get a close-up of the corpse, then use the cutters on the
- wire in the upper left. Keep moving around, stopping in the armor room now and
- then. Sooner or later, Wolfie and Myklos will march in, then march right out
- again, and it will be time.
-
- Time to find another corpse. Poor Ernie. Looks like someone tossed him into
- one of the vats downstairs (no, you won't find any clues in any of the vats),
- then draped him tastefully across the mastodon tusks. When you're done
- examining him, the clock will advance again. Walk into the Old Masters room,
- where you'll find Wolfie and O'Riley. Reporting the murder to them will end
- Act III (and take careful note of what Wolfie is saying as you enter the
- room).
-
- The Dagger Of Amon Ra is copyrighted 1992 by Sierra On-Line Inc.
- This walkthru is copyrighted 1992 by Scorpia, all rights reserved.
-
- Laura Bow 2: The Dagger Of Amon Ra
-
- ACT IV
-
- The pace will start to pick up in this act, and become really fast in the next
- one (maybe faster than you'd like!). After everything you had to do in Act
- III, you may be surprised how quickly IV will be finished. Time just flies
- when you're having fun, I suppose ;).
-
- Anyway, step downstairs to Ernie's office. No clues to his murder here, but
- now you can push that button on the wall near the door. This opens a secret
- passage in the storage room. I was really excited the first time I found this,
- but as it turns out, this tunnel only takes you up to the Egyptian Room,
- exiting via the middle mummy case. This is also a one-way trip, as there is no
- way to open the case from the outside.
-
- Oh well. As long as you're up here, pay a visit to Yvette's office. For once,
- she's alone (of course, she's also running out of men, so perhaps that's not
- surprising ;). She mourns Ernie's passing and tells you about Icepick. When
- you leave (which is automatic), who should you run into but Steve Dorian (just
- where has this lout been for most of the night?) chatting with Dr. Myklos.
-
- You don't have much chance to talk to him, as Yvette appears and practically
- carries him off into her office. Good old kindhearted Steve. Ever the gallant
- gentleman to ladies in distress. You might as well listen at the door (why not
- feel more miserable? It'll put you in the mood for what's to come).
-
- After that little scene, walk around a bit until the clock advances (I was
- down in the preservation lab when that happened). Go back to Yvette's office.
- Uh oh, looks like some sort of fight went on in here. When you're done
- checking out the desk, head for the Old Masters room.
-
- There seems to be a new addition here....a statue of someone who looks rather
- familiar. I think we just found Yvette. Give the statue a good whack with the
- dino bone. Crack! Yep, it's Yvette all right. After giving her the usual
- examination, head along to the armor room.
-
- What's that by the dog? Why, it's a boot, and since Steve is the only one
- wearing boots tonight, it must be his. The fact that it's sitting in a small
- pool of blood is rather unsettling; does this mean that we'll be stumbling
- over his corpse soon? Only time will tell.
-
- Now move on to Dr. Myklos' office. You'll get a "Meanwhile" scene, showing
- Myklos discovering the Countess in a very unpleasant condition. She isn't
- quite dead yet (will be soon, tho!), and Myklos isn't very bright (how'd she
- ever get through college?), but it doesn't really matter.
-
- After your meeting with Myklos outside the office, check your bottle of snake
- oil. It should be a FULL bottle. If it isn't, go right downstairs to the
- Preservation lab and fill the bottle with snake oil from the small vat on the
- table. Without a full bottle, you won't be able to finish the game.
-
- Save the game before going into Myklos' office. Barney is on the loose in
- there, and you don't want to make any mistakes in capturing him. After he
- appears, use the snake oil on him three times, driving him back into the
- corner. Now you can safely use the snake catcher on him, and deposit him back
- in his cage (use the hand icon to get him back into the cage).
-
- With the cobra safely out of the way, you can examine what's left of the
- Countess. That was pretty nasty, tying her up like that and loosing the snake
- on her. The killer certainly is one vicious person.
-
- After you're done looking over the body (and taking everything), and the clock
- has finished striking, save the game immediately. One or two moves will bring
- you automatically into Act V, and you're going to be on the run for most of
- it.
-
- Act V
-
- Act V opens with you in the Mastodon Room, and an ominous cloaked figure,
- armed with nasty-looking mace, headed your way. This is Mr. X, and he wants
- you dead. If he gets close enough, or you make a mistake anywhere along the
- way, you WILL be dead. So move fast and look sharp.
-
- Head right into the pterodactyl room. Shut the doors and use the wire on them
- to keep them closed. This is only a delaying tactic, but it will buy you some
- time to get further away.
-
- Run into the armor room and north to the locked door. This time, you see a
- chair. Your first thought may be to climb through the transom. Nice idea, but
- that's not quite the thing (I spent a lot of time trying to get through that
- transom!). Push the chair to the door. Open the transom, then get down and
- continue on to the Egyptian Room. Hide in the leftmost mummy case.
-
- This fakes out Mr. X, all right, and he batters down the locked door. As soon
- as you're out of the case again, run to that door and go through into the old
- storage room. There might be a way to get that heavy crate in front of the
- door, but I never found out how to do it (and you don't really need to,
- either).
-
- Just move the crate on the right wall to reveal a secret elevator. Take this
- down to the mummy storage room. The elevator goes up again as soon as you
- leave it (no way to prevent that). Shut the door to the room. Get the mummy
- from the case on the floor, and prop it against the door.
-
- There doesn't appear to be any way out of this room, but looks can be
- deceiving (where have we heard that before? ;). Use your snake catcher on the
- mummy case on the left wall, the one with the snake emblem near the top. This
- opens a passage into the secret room of the Amon Ra cult.
-
- Najeer and a friend come over to you. Hmmmm....even though you promise not to
- say a word, they plan on sacrificing you to Amon Ra. Unless, that is, you can
- answer that two-part riddle you first heard from Ziggy way back in the
- speakeasy (seems like ages ago, doesn't it?).
-
- So Najeer asks you the first one: what is the room you leave without entering?
- The answer is Womb.
-
- Then he asks you the second: what is the room you enter without leaving? The
- answer is Tomb.
-
- Having satisfied Najeer, you are free to go. However, your troubles aren't
- over yet. Even a room full of determined cultists isn't going to keep Mr. X
- off your tail for long.
-
- So now you're in the furnace room, and there's Steve in the coal bin, pretty
- much buried under the anthracite. Fortunately, he isn't dead yet. Move the
- coal away from his face, then use the smelling salts to bring him around. As
- soon as the "wait" hand disappears, quickly get the boot from your inventory
- and hand it to Steve. If you take too long, he will step on something with his
- bare foot, and you can't allow that to happen.
-
- Mr. X is getting closer, and you have no time to spare. Move the Egyptian
- design on the back wall to reveal a tunnel. Turn on your lantern, get your
- snake oil ready, and head off into the darkness.
-
- Partway along, you run into those missing cobras. But you have just enough oil
- left to take care of them, so use the oil on the snakes. After they're gone,
- continue along the tunnel.
-
- Almost at the top, you come across a pack of starving rats. Do NOT throw the
- cheese to them directly. I made that mistake, thinking they would kill each
- other in a fight over the cheese. They just gobbled the cheese, then gobbled
- us. Not fun!
-
- Throw the cheese through the first doorway at the top of the tunnel. The rats
- will jump through after it. As soon as they're all gone, save the game before
- taking another step. That first doorway leads to the furnace, and you could
- fall in there if you aren't careful. It's the second doorway you want to walk
- through.
-
- This brings you to - surprise! - the T. Rex room. As soon as you both have
- exited the dinosaur, save the game again. This is a precaution, as after the
- next move, you will go into Act VI, where there's no chance to save. If you
- blow the Coroner's inquest, you won't have to repeat too much.
-
- Okay, after the save, go over and push the button to activate T. Rex. Just in
- time! Mr. X comes through, and is captured in the jaws! So who is the man
- behind the mask? Good question, because you don't see his face when Laura
- pulls off the hood (boo! hiss! unfair! ;).
-
- Act VI
-
- So, whodunnit? Well, who do you think? There aren't too many people left
- alive, are there? Let's see, we know Steve is okay, because he was with you at
- least part of the time while you were being chased. Najeer was busy running
- sun ceremonies, so it certainly isn't him. That pretty much leaves only Dr.
- Smith and Detective O'Riley, doesn't it?
-
- Actually, you probably already figured that O'Riley is the guilty party, and
- you're right. Our boy the crooked cop did all the murders tonight. His motive
- for most of them was to cover up another crime, except for Yvette; his motive
- there was jealousy (she just wouldn't leave other men alone).
-
- The murder of Carrington (the real Carrington) was done during the game's
- introduction by the mysterious Watney Little. Little then impersonated
- Carrington, and stole the dagger. Ergo, his motive for murder was financial
- gain.
-
- It was O'Riley who maneuvered Little into killing Carrington and stealing the
- dagger. This is a sort of guess on your part, since no one else fits as the
- mastermind.
-
- Clearing up the other stuff, Little and The Countess were replacing the real
- paintings in the Old Masters room with forgeries provided by Ziggy the
- middleman. Ernie Leach was the fence, and Najeer the high priest of the Ra
- cult.
-
- That finishes up your direct participation in the Amon Ra case. Now you can
- sit back, relax, and watch the ending sequence unfold. Hey, not bad for your
- first newspaper assignment, huh? You may get a Pulitzer yet!
-
- The Dagger Of Amon Ra is copyrighted 1992 by Sierra On-Line Inc.
- This walkthru is copyrighted 1992 by Scorpia, all rights reserved.
-
-
-
- Michael Pemberton
- University of Illinois, Urbana-Champaign
- michaelp@ux1.cso.uiuc.edu
-