The ClueFinders 4th Grade Adventures: The Puzzle of the Pyramid

The ClueFinders 4th Grade Adventures: The Puzzle of the Pyramid

14.10.2013 14:14:04










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
 
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