CURSE: THE EYE OF ISIS Walkthrough by jimbojan Copyright 2004 V1.2 - Final With SPOILERS: --------------------------------------------------------------------------------- Update: v1.1 I had to put right some glaring typos, grammatical errors and one or two spelling mistakes. Heh...heh....I'd probably find even more if I went over it again. --------------------------------------------------------------------------------- Update: v1.2 I did find quite a few more errors, including some inaccuracies I wrote within the story. If there's anything else, I don't think they would be detrimental to anyone completing this game. So this should be the final update. ---------------------------------------------------------------------------------- --------------------------- ACKNOWLEDGMENT: --------------------------- Many thanks to for putting me right over destroying the Ram and the Scorpion. I've added his information and advice at the appropriate places for each of these creatures. --------------------------------------------------------------------------------- This walkthrough is my first actual walkthrough of a game, although I did write a mission editor faq for a Japanese PS1 game called Tenchu Shinobi-Gaison a few years ago - Gamefaqs & Gamewinners. I decided to have a go at it because survival horror/adventures are, besides first person shooters and stealth games my favourite type of game. I've always wanted to do one, so I thought - Hey! I could maybe handle a survival horror a bit better than a FPS guide. Curse: The Eye of Isis seemed a good opportunity, so I went for it. To do any guide I'm sure it would be very difficult to avoid spoilers. So please be warned, this walkthrough has got to contain SPOILERS! I have included the ending for those who want to see it, but it gives full warning of an "ending" spoiler for those who would rather not know the outcome. Obviously, I'm also sure you cannot do a guide without making mistakes somewhere along the line. So if anyone spots any errors, I would be very grateful if they let me know and it would give me pleasure to credit their name/names in any future updates. This guide is primarily for PC but should be OK for the PS2 and Xbox versions, although I believe the PS2 version has been cancelled in the US. I've given the controls of the PC & PS2 versions but I'm afraid I simply don't know the Xbox controls. Maybe someone can put me right on that score. This is a walkthrough, nothing else. I've not included a list of weapons or items, but of course they and any enemies are descibed as we go through the game. I'll leave the faqs and in depth descriptions to other authors, who do a perfectly good and better job of them than I could. ------------------------------------ ----------------- DISCLAIMER: ----------------- This Walkthrough is the work, property and copyright 2004 of jimbojan and is for anyone's personal reference. However the script must not be altered without my permission. Nor must it be posted on another website under another person's name. If this guide were put up on another site, I would prefer they asked my permission first. It must also not be used for profit by anyone. ------------------------------------- Curse: The Eye of Isis is developed by Asylum Entertainment and published by Dreamcatcher Interactive for North America and Wanadoo for Europe. I am in no way associated or affiliated with any of these companies - I just quite enjoyed the game as I hope you do. -------------------------------------------------------------------------------- ------------------------- CONTROLS: PC ------------------------- Defaut Settings: Walk: Direction keys (up arrow forward) Run: Direction keys + Control Inventory: F5 Change Aim: Mouse 2 or F7 Aim: Mouse 1 Body Part Aim: F8 Action: Space or Mouse 0 Reload: F9 Commands/Action Enter/Tab (Mouse 0 - some commands) [Within Inventory] Exit Inventory: F4 Map: F2 Select Item: F1 Toggle Inventory: Direction keys (up/down) Combine Items (when available): F3 Toggle Between Characters' Inventories when accessed: F7 and F8 NB. In the game's options they refer to what I would call Mouse 1 (left) as Mouse 0. What I would call Mouse 3 (centre) as Mouse 2 and what I would call Mouse 2 (right) they call Mouse 1. To save confusion I've used their controls discription. ---------------------------------------- CONTROLS: PS2 (EU only) ---------------------------------------- Setup A (default) Walk: L3 (left analogue) or D-Pad Run: L3 or D-Pad + Circle Inventory: Select Pause Game: Start Change Aim: L2 Aim: R2 Body Part Aim: Triangle Action: X Reload Weapon: Square Save Game Near Abdul: X Access Abdul/Victoria/Darien's inventory when close: Sel. then X (yes) Tri.(no) [within Inventory] Toggle between Characters' inventories: L1 and R1 Use Item: X Map: Square Combine Items (when available): Circle Exit Inventory: Triangle --------------------------------------------------------------------------------- -------------------------------- Walkthrough Contents: --------------------------------- Chapter One: The Museum M1. Museum Reception M2. The Atrium M3. Torture Exhibition M4. The Library M5. Egyptian Exhibition M6. The Osiris M7. Heat and Combustion M8. Osiris Revisited M9. New Collection M10. Natural History M11. The Secret Passages M12. The Library Revisited M13. A Cure for Darien M14. In Pursuit of Le Chat M15. Rescuing Victoria M16. Museum Basement Chapter Two: The Train T1. Service Tunnels East T2. The Sewers T3. Service Tunnels West T4. Sewers Sect.2 T5. Gt.Southern Station Chapter Three: Cargo Boat C1. Tramp Steamer C2. Searching Deck 2 C3. Searching Deck 1 C4. The Furnace Room C5. The Engine Room C6. Ship's Maintenance C7. The Bridge C8. Captain's Cabin C9. Captain's Sextant C10. The Ram C11. Anchor Chain C12. Ship Escape Chapter Four: The Pyramid P1. Pyramid of Osiris P2. Deep into the Pyramid P3. "Big" Green Men P4. The Scorpion P5. Find Darien! P6. Scorpion's Demise P7. Searching for a Cure P8. The Puzzle Room P9. The Eye Of Isis Appendix P10. The Ending: ----------------------------------------------------------------------- ------------------------------- CURSE: THE EYE OF ISIS: ------------------------------- --------------------- WALKTHROUGH --------------------- ------------------------------------ CHAPTER ONE: THE MUSEUM ------------------------------------ ----------------------------------------------------------- LONDON c1890 - The British Museum ----------------------------------------------------------- The initial scene shows an agile character all dressed in black and armed with a crossbow, attempting to steal an ancient Egyptian statue from the British museum. The character promptly drops the statue as if handling a hot potato and a strange yellow mist envelopes the passageways of the museum. The scene ends with the scream and obviously horrendous murder of a museum employee. In the next scene a guy named Darien Dane, a Victorian engineer and technology expert, attempts to enter the front door of the museum. His way is barred by a police official and a pc, who tell him that nobody is allowed to enter the museum today or even tomorrow. Darien protests that he has an appointment to meet a colleague - Miss Victoria Sutton, an employee of the museum. Victoria is an Egyptologist who is also a gifted clairvoyant. The police still refuse him entry but luckily they are distracted by a felony being committed in the street and Darian manages to sneak passed them and enter into the reception hall of the museum. Then begins his worst nightmare! Character in play: DARIEN M1. Museum Reception Hall: As you come through the front door, Darien is facing the screen. So move to Darien's left which is to the right of the screen, until you come to a small table Pick up the lantern on the table, you'll need it! The only door from this room you can enter at the moment is the one closest to this table, in the far lefthand corner of the room (NW on the map). Go down the passage until you come to the public toilets. Don't bother with the "Ladies" it's locked. In the "Gents"you'll find some menthol flannel on one of the sinks. Leave the toilets and proceed down the passage. Go through the door marked "Museum Staff Only" carry on down a small incline, then through a tatty door. You enter a small room where you will meet Abdul Wahid for the first time. Abdul is a long time servant and loyal friend of Darien's father. You can rely on him throughout the game to give you advice. You can save your game - just press Enter or Mouse 0 when you are close to him. You can also give him items to store from your inventory and take items from him - just press F5 when close to him and you can toggle between the 2 inventories with F7 & F8. You can do the same with Victoria - Vicky to Darien or Vicky to Abdul. Very handy! Before leaving this room, pick up the goodies at the desk including the letter from Darien's father. Read the letter, then save your game. NB: Don't worry about having to go back to the same location each time you want to save. Abdul won't be won't be far behind you, as you go on your travels. He'll turn up unexpectedly when most needed. Leave this room and go down the continuing passage on the right beyond the shelving units. Go through 2 more doors until you come up to a dead cop. Take his truncheon - you can't survive without it - and arm yourself with it. Proceed onward to the end of the passage where a cut scene will show another dead policeman. Only this one comes back to life as a kind of undead with a strange yellow glow, pulsating from his chest. When he attacks you, try to avoid him strangling you and batter him with the truncheon until he's finished. Step away from the yellow cloud he exudes, it's poisonous! Or you'll need some of your medication you picked up from Abdul and/or the toilets. The mist floats down the passage and revives the first dead cop, so kill him too. Go back to the second dead cop at the end and get the padlock key off his body. You can go no further now, so make your way back to Abdul. Save if you want. Make your way back to the "Gents" but before you enter you'll hear a door slam shut. In the toilets you'll find the dead body of one of the Mullins' boys, a vicious gang of murderous villains who'll stop at nothing to acquire the Isis Statue. Get the bullets off him and go into one of the bogs. Suddenly you'll hear a strange sound and sort of harmless steam emitting from the bogs. You're in no danger now, but outside the toilets! Carry on down the passage to the museum reception room again. Before you get there however,you pass 2 dead museum types who come back to life behind you - kill them and search the bodies for more goodies. When you get to the main reception room, make a diagonal direction to the SE corner of the room to the left of the main entrance. Use the key on the padlocked room and enter the office. In the office there's a museum guy who rather selfishly refuses to give you his key, then turns into a zombie type. Deal with him and nick his atrium key. Then pick up the goodies & document off the desk. Read the document then open the door to the atrium, located on the north wall opposite the museum entrance. M2. The Atrium: After you go through a 2nd door and enter the atrium, the strange black clad character fires an arrow at you, but misses (intentionally). There's a note on the arrow - heed the warning and pick up some silver crossbow bolts left behind by the pillar where you found the note. Take the right staircase as you look at the atrium exit door, to Darien's left. Enter the 2nd door passed the central linking walkway. Round the corner you find one of the Mullins' goons dead, with bullets on him. Take the bullets and pick up the rifle nearby - arm yourself with it. Proceed through the next door of this passage, ignoring the door on your left - it's locked. Walk up the stairs ahead of you, where you'll see another goon rifling a dead worker's pockets. Kill him and take the "Torture Exhibition" key off him. Go back the way you came and back down the stairs in to the main floor of the atrium again. Travel across the floor to the opposite side of the atrium from the exit door. On your left you'll see an opening marked "To the library and torture exhibition" go through. Good old Abdul again! Save and exchange goods if need be. Using the key, enter the "Torture Exhibition Room" just beyond Abdul. M3. The Torture Exhibition: As you venture into this room a cut scene shows a museum worker on a chair of spikes come back to life and as you approach him, he attacks you. When you've done the business you then come across a guy with his head in a guillotine begging you to save him. Your futile attempts to save him only cause to speed up his inevitable decapitation, but not before he curses you for your failure. Of course he becomes another undead, only a headless one. After you've sorted him out, go back to near the entrance of this room and open the Iron Maiden to the right of your screen. Inside is a zombified worker. Kill him, but be careful of the spikes on the Maiden. Grab the "Rusty Crank" then proceed to the other end of this room. At the other end, near an exit door is a poor torture victim on a Rack. On the otherside of the rack table is a hexagonal hole in the table. Use the rusty crank on the hole and watch the cut scene of the man being torn in half by the rack. Jump to one side as soon as this scene's over or you will be sliced in half by a Bladed Pendulum. The pendulum smashes the exit door down and slowly stops swinging. You have escaped the Torture Exhibition room! M4. The Library: Pick up the bullets lying next to the dead thug and go through the door marked "To the library" Once on the otherside you hear some goons shouting about catching a girl before she escapes - could it be Victoria they're after? As you venture towards the library, 3 goons appear from a wide section of the passage. Deal with them and get the goodies. Go back to where the "Library" marked door is, and as soon as you enter the short passage leading to the main library, a museum zombie attacks you. No goodies here.. In the library walk by the lefthand bookshelves and pick up the "Desk Drawer Key off the little table just a ways down. Keep going until you come to an open area of the library with 3 desks. Go to the desk in the north of the area, which is Victoria's, and use the desk key on it. Pick up and read Victoria's notes, then Abdul appears. Save your game. NB. Take note of any advice Abdul gives you - he doesn't repeat it. However if you forget to listen don't worry. The game always seems to help you out. It's just easier if you take notes when he speaks. In this case he says that Victoria is probably trying to get into the exhibition and to look for items in the library (a bit vague eh?) There are no more items left in this ground floor (US 1st floor) part of the library so go upstairs. Walk along the balcony until you reach a recess in the bookshelves, where the books are stepped back a bit. You'll notice one of the books is out of place. Pushing it back reveals another section of this balcony. Just keep walking round this new section cautiously, as there are 2 zombie workers prowling and they move fast. After dealing with them carry on until you come to a door. Before going through the door release the balcony ladder so you gain a short cut. Go through the door and down the stairs. Under the stairs pick up the expedition journal written by Darien's dad, Dr Dane. It's not complete however. Note the safe nearby and pick up the "West Wing Corridor Key" on top of a small bookshelf just close by. When you go through the door you are back with Abdul. Save if you want to. M5. New Exhibits and Egyptian Exhibition: Now you've got the key for the west wing corridor, leave the library the way you came in. Go back to that corridor wide area where you killed the 3 Mullins' goons and use the key on the double doors marked "To the main staircase" A zombie instantly attacks you on the otherside, so be ready! The passage leads to a door which in turn gives you access to the main staircase. Go upstairs. On the main landing a cut scene shows a zombified museum worker strangling a cop, who in turn becomes a zombie. Put them both out of their misery and check for goodies on one of the bodies. Take the staircase directly opposite the one you came up and go downstairs. At the half landing you'll have to take on another museum type and get the menthol off him. Enter the door leading to the "Hall of Remembrance" To Darien's left there is a dead body with some bullets nearby. Avoid going on this way as that poisonous yellow cloud is about. Instead, about turn and take the route to Darien's right - another "undead" cop! - do the business and soldier on, whereupon you come to a wide area with 2 doors, a square shaped display and a continuation of the corridor. Don't bother with the 2 doors, they're locked. As you venture on you come to a door marked "Heat and combustion exhibit" - It's locked for now. Carry on until you come to a sign marked "Elevator to the upper level " and a warning about authorisation of use. Ignore the warning and take the elevator to the upper level. When you leave the lift, you see that yellow cloud again just in front of you. Avoid it and take the left passage. As you start down this passage, a coffin stashed against the wall behind you crashes down and a "mummy" type appears. It leaves you alone for the moment, so carry on. Then another coffin crashes down behind you before you climb the further staircase. You cannot enter any of the doors yet in this area, so you'll have to go back. On your way back the first mummy you saw attacks you. Then his mate, who you didn't see, sneaks up behind you. Destroy them both and pick up the amulet off one of them. On your way back again you see the black clad stranger again. While you try to chase after him 2 mummies bar your way - deal with them and get the amulet. NB. Some of the mummies have amulets, some don't. Just keep an eye open for them, they are the best health items you can get. In certain conditions they are the only item that can give full health. Next you will see a cut scene of Abdul positioning himself close by and that yellow cloud lifting. First, go back up the furthest staircase passed the row of coffins where the 2nd coffin fell over. A policeman will thank you for saving him and give you a revolver - a Colt Army .36 cal. percussion cap service revolver I believe? Go back downstairs and make for the area where the yellow cloud was originally. Abdul is near the door marked "The Osiris Collection" - Save your game. Enter the preliminary Osiris rooms. M6. The Osiris: In the room, deal with 2 mummies and go through the room marked "Staff Only" Take on another mummy and enter into the next room. A cut scene will show one mummy on fire and done for, but 2 others attack you. At the door to Darien's right you speak to a frightened old geezer. He won't come out and help you find Victoria unless you find his glasses and get a flamethrower from - Heat and Combustion Exhibition. There is another door in this room. If you go down it you'll find a body in the passage with goodies. Further on is a bunkroom with en-suite bogs and a dead body. There are more goodies here too. Go back the way you came, passed the old guy - there's now a body in the short passage with goodies. Enter the room with all the ancient pottery again. Go round the tables of vases and to the right until you come to an opening to another pottery display. Take another door marked "Staff Only" and kill the zombie museum worker. Check any bodies for ammo etc on your travels. The next room you find Abdul - Save. NB. Before you leave this room take note of the paraffin/kerosene supply container. There are quite a few spread about in various places throughout the game. You need to find fuel containers to use it, so you can top up the flamethrower you are about to find. Go back to the pottery display room, turn to the right and go up the stairs to the Osiris display. Go to the otherside of the Osiris room and find the old guy's glasses on a table opposite a door in the room. Take the glasses back to old Kemble and he'll give you a key under the door. As he won't come out until you find a flamethrower. The key is for the "Heat and Combustion Room" where you can get a flamethrower. He also tells you to get the combination for the safe in his office so he can give you his spare key for the "Isis" room. He can't remember the combination off hand, but it's in a staff book in a basement office. Make your way back to the lift and take it to the lower level. Enter the Heat and Combustion room, the 1st door on your right. M7. Heat and Combustion: Inside the room it's quite dark. An eerie tune of "London Bridge Is Falling Down" (I think?) is sounding from a gramophone/phonograph of the era. You spot several bodies of dead museum staff through the gloom. Don't bother, there's no goodies on them. As you venture further inside you hear a voice. Someone is still alive but he won't move until the lights go on. Go passed the museum guy and straight passed a small carousel type object to a power switch. When the lights go on all hell lets loose! An electric arc kicks off, seemingly blocking access to another part of the room and the carousel type object is also electrified. Two goons rush in and kill the poor museum official. Kill them and get the goodies. Get the key for the staff office off the dead official, but watchout for the electrical charges. Go as close to the electric arc as you can. Time the electrical impulses and dash through. Once through go left and there you'll find a flamethrower. Go into the staff office and pick up the staff book. Before leaving this office, pick up a fuel canister from the cabinet top. As you leave the office, the murdered official becomes a zombie and gets his own back by killing another goon. He then goes to attack you. He can't get passed the arc, so stick your ground and blow him away from your side of the arc. Brave the arc again and make your way back to Mr Kemble fully tooled up. M8. Osiris Revisited: Outside the kindly old guy's office is that strange yellow mist again. Suddenly his office door flies open and Kemble collapses. Luckily he comes round and tells you to push the case from the front of the safe. You do so and he uses the combination to open it. Get the Isis key from the safe after he tells you he's left instructions with another official to open a few doors for you. Go back up the stairs into the Osiris room and meet up with Kemble's colleague who goes to open the far door for you. Before he can open it, he's skewered by a pair of sideways moving spiked blocks just in front of the door. On top of that you have to take on another mummy. After disposing of the creature, look at the door. There's no way you can enter it with the spike trap and besides there's a poisonous mist hovering in front of it. Go to a small alcove to the left of the door and push the pillar under the trap's counter balance. This action also clears the mist. Enter the room with the key you got from Kemble's safe. Check the bodies for goodies, then go through the 2nd door to a large walkway type balcony. There's a mummy patrolling this balcony and another one jumps out from behind as you venture further into the room. As you move further you meet a constable who's guarding a door. Two mummies smash the door down and kill the copper. After the battle, pick up the - "New Collection Room" key from the dead cop. Carry on until you come to the next door and use your newly acquired key on it. M9. New Collection: That damn yellow cloud again, only this time there's tons of it. Try to walk around it zigzag fashion, and destroy the 3 mummies that attack you. Pick up the amulets and use them, you'll need them! Walk to the far door which is locked. Next to it is a paraffin container. Use it to fill up your fuel can and walk on a bit the way you came until you see another door through the mist on your left. Enter this door and go upstairs, rifling the body for bullets on your way. Enter the door at the top to find an empty display pedestal. The Eye of Isis has obviously been nicked by villains. If you try the other door in this small room, it's locked. So look around for clues, but watch out for the broken glass from the display case. Find the Isis notes in front of the pedestal and read them. Once you have read them, Abdul enters from the locked door. Listen to what he says and he gives you a wooden handle which can open a secret passage in the natural history room. Save your game. M10. Natural History: When you go through the door Abdul came through, go down the stairs and through the door at the bottom. Familiar ground! You find yourself back on the upper landing leading to the main staircase. Find the workable elevator again and go to the lower level. On your travels, that stranger appears again but you can't catch him. A zombified cop attacks you near the wide with the 2 locked doors and square shaped display. Make for the main staircase junction, where there 4 stairs and the main door to the Atrium. Go through the 2 doors back to the Atrium. Go to Darien's right and to the next door leading to the "Natural History" display. Just keep going until you come to the door at the very end that was locked before. Kill the thugs who are hanging about there and get the goodies. One of Mr Kemble's colleagues must have unlocked it because, Bingo! You can now enter the Natural History display room. There are cases of butterflies and moths all about this room. Enter the "Bear Room" beyond. This is a large room with two very large grizzly bears in glass cases. Obviously they'd had a visit from a taxidermist a while back. Continue right to the 2nd section of this large room until a cut scene gives you a clue as to which cabinet you can push to reveal a secret door. As you walk towards the end, one of the cabinets has a brighter white strip near it's left side. Push this cabinet as far to it's right as you can. Then all hell breaks loose! One of the grizzlies comes to life and smashes out of it's case. NB. I found the flamethrower to be unreliable (could be a game glitch?) when fighting these bears. It does seem to misfire at the crucial point when the bears rear up, which is the time you shoot. I resorted to the slower to kill rifle or pistol in the end. After you've killed this bear, another one crashes through it's case and attacks. Only this takes a little longer to kill. When both grizzlies are dead, pick up any goodies. Abdul then appears. Save your game. M11. The Secret Passages: Use the wooden handle Abdul gave you at the Isis display room on the secret passage door. This passage only reveals some goodies and a locked iron gate, so return to Abdul. further back in the room nearer the end wall is another movable cabinet. Don't worry, no bears will jump out this time! Use the wooden handle on this door. Walk all the way down the passage until a cut scene shows Victoria's hiding place. Arrhh! The lovely Victoria, more beautiful than Darien ever remembered...hmmm..... She informs you, with her rather plummy accent that you must go back to the library with the "Decorative Clock Piece" she gives you. So you can use it on the grandfather clock in the library. Victoria also begs a weapon off you to protect herself - I gave her the pistol, bullets and some health items. After this conversation, move on through an iron gate. There's a yellow mist there, but you'll have to brave it. Still, there's an amulet between that and another mist. On the otherside you find a door. Pull the lever down next to it. Voila! You're back at the library balcony! M12. The Library Revisited: As soon as you get to the bottom of the library balcony stairs, you notice the safe you saw earlier. Only it's been obviously moved to this position by the thugs who have feebly attempted to break it open. It's locked for now, but you'll have to attend to 3 of the Mullins' hoods first. One of them has some bullets. Make your way back to the area where the 3 desks are. Behind one of them, not Victoria's, is the grandfather clock - or you can follow it's ticking sound to locate it. As soon as you get to the clock and react with it, a cut scene ensues and Darien notices there's a crack in the glass case. The clock hands read 8:26pm. After that you find a scrap of paper by the clock. It reads: 13 Left, 2 Right, 6 Right. This is only part of the safe combination. React with the clock again and use the clock piece Victoria gave you. Another piece of paper falls out of the clock. It reads: 7 Right, 4 Left, 6 Left. Combine the 2 scraps using F3 on each scrap and go back to the safe at the bottom of the balcony stairs - use the combined code papers on the side of the safe nearest the stairs. It opens, but before Darien can examine the contents, he's overcome by that yellow mist and staggers over to the nearby double doors, then collapses in a coma. The next scene shows Victoria being advised and warned of danger by Abdul. Save your game. Character in play: VICTORIA M13. A Cure For Darien: With Darien out of it, Victoria has to make her way to the library to retrieve the safe's contents. Take the route Darien took to the library. When you get down to the bottom of the balcony stairs, you see that the safe is surrounded by that yellow mist. Leave the safe for now and edge around the poisonous cloud. After a cut scene where you discover Darien layed out by the door, the cloud will have dispersed. Go back to the safe and rifle the contents. Read the medical notes by Dr Dane as they give you a clue on how to cure Darien. Now pick up the strange artifact which contains some crumbly soil like substance. Also pick up the key for the "Disease and medical exhibition" Go back upstairs, along the balcony and back through the secret door towards Abdul. When you come through the iron gate Darien opened, turn left and go through the other iron gate - the one Darien couldn't open before. Carry on down the passage and right to it's end and open the door. You find yourself in an area where you cannot go to Victoria's right, although a zombie may attack from that area - the air is thick with that acrid yellow mist. Instead turn left and edge round another, but less dense yellow mist and fight another zombified museum worker. In this room are some strange mummified bodies, a pail of water and some smelling salts. Also there's a paraffin container next to a locked door - only any good to you if Darien gave you a fuel can and flamethrower. Pick up the water, you'll need it later and make for the door marked Disease and medical exhibition Use the key you got from the safe to open the door. Go right to the end of this room passed the double doors until you hear a scream. Pick up the mortar and pestle and move towards the doors. You never make it! It appears that Darien attacks Victoria, but it seems to be only in both their subconscious' - Victoria faints. When she comes round, Abdul is standing over her. Then you find yourselves automatically back at the library standing over Darien. In your inventory combine the soil from the artifact with the mortar and pestle, using F3. Then combine the bucket of water with the mortar and pestle and soil. Standing over Darien and in the inventory press F1 to give the mixture to him. Abdul tells Victoria that Darien needs time to recover. Save your game. M14. In Pursuit of Le Chat: You find out from Abdul that the stranger in black is called Le Chat and is a thief known to the police. The stranger was last seen near the main staircase, north of the Atrium. So make for that location. As you approach the junction of the four staircases, you spot Le Chat running up the stairs above the staircase you are ascending. You go in pursuit and carry on through to the next door Le Chat has gone through. On the otherside you see a goon try to shoot him, but Le Chat is too quick for him. The goon then attacks Victoria - dispatch him. Then as Le Chat reaches the door to the Disease and medicine exhibition, he fires a crossbow bolt at Victoria. He misses but Victoria slips and falls over, stunned for a second - I'm sure she realises that if Le Chat had meant to kill her, she'd be pushing up daisies by now. It was just a warning shot! Kill the goon near the door and enter the disease and medicine room. Follow him through the double doors - the ones you were about to go through before Darien attacked you. This brings you out on the other upper staircase, opposite the one you just went up. You see a mummy trying to get Le Chat, but he's like greased lightning. Destroy the mummy and get the amulet. Follow Le Chat through the two adjoining doors to the Atrium. As soon as Victoria enters the Atrium she sees Le Chat drop his weapon and being forced to handover the Isis statue by gunpoint. Then something makes him drop the statue. As Victoria is watching in fear at this awesome scene, a thug clobbers her from behind. Victoria now unconscious, is then kidnapped by the Mullins' goons. Luckily the scene is also being observed by Kemble, the kindly old curator. He picks up the crossbow and bolts and makes for the library where Darien is recovering. Take the bow and arrows and save your game. Character in play: DARIEN M15. Rescuing Victoria: As Darien, make your way to the Atrium. Go to the centre aisle between the balconies and pick up the Eye of Isis statue that Le Chat dropped. In a cut scene you see a couple of zombies kill the old guy - he must have followed you? Then a zombie attacks you on the aisle, but watch out. Another one sneaks up behind you. Go downstairs towards the opening leading to the torture room. Two more zombified museum types attack you. Don't bother checking the bodies and go straight over to Kemble's body. There's some goodies and a "Lift lever" Take the lever and go straight out of the Atrium and back to the main stairs. Take a right and go downstairs until you come to the first elevator you used, to the right of the door you just came through. A goon attacks you and a mummy is guarding the elevator. However, you find this elevator has been incapacitated. So about turn, and run back the other way down the landing. Another goon attacks you. You can now get into this wing of the landing, all the yellow mist has dispersed. You come to the other elevator, which is also unusable. You spot the lift control mechanism on your left. Use the lever on the control, then the lift comes down and the door opens. There's a mummy inside the elevator. Get into the lift and go down into the museum basement. M16. The Basement: As soon as you leave the elevator and enter the basement, a zombified museum worker attacks you. Another attacks beyond this room, then a mummy has a go. Take the door into the next cellar and go right. Rifle the thug's body then enter the nearby door. There's a body in this room with some ammo. Leave this room and carry on to the other end of the main room. This is an L shaped cellar, so turn right at the end and through the exit door. Directly to Darien's right, the double door is locked. To his left is a door which beyond has a brick floored passage. It leads to a cellar with a zombie waiting, He's got menthol on him. Go there if you need it. When you come back out from this room and the door leading to it, take a left and go through the first door on your right. Abdul is there, but he has been overcome by the Mullins' goons. As he recovers he tells you that they have taken Victoria to the Railway Station. Save your game if you want to, but there's really no need as Abdul comes with you to the next section. To get there, move the desk to Abdul's left fully over to the right. This reveals a trap door. React with it and follow Abdul down. Now save your game in the sewers. --------------------------------------------------------------------------------- --------------------------------- CHAPTER TWO: THE TRAIN --------------------------------- Character in play: DARIEN T1. Service Tunnels East: Don't forget to re-arm yourself in the sewer service tunnels, as Darien needs to get a weapon out of his inventory again. Being a new chapter, the game goes to default. Although all the stuff he collected in his inventory is still all there. Phew! Exit the door in this room and take on a mummy. Down this tunnel take the 1st tunnel on the left. Note the sign saying "Metropolitan Water Company: Eastern Service Tunnels" to avoid losing your bearings - scare off or avoid the rats, as they nibble away your health. Take the 1st door on your left and pick up the flamethrower and the fuel can from the desk. Fill up the empty fuel can at the paraffin container. NB. Careful about how many items you pick up as you could find your inventory full at the other end when needing an essential item a long way from Abdul, like I did.....dooohh! Best leave the flamethrowing equipment if you don't need it or you've already got some. When you leave this room a mummy attacks. Carry on down this 1st tunnel divertion. Follow it to the right, then right again - you should be hearing a steady mechanical clanging sound. There's a left turn further ahead, but first pull the lever on the right of the turn. This opens an iron portcullis type gate and lowers an iron ladder. A sign tells you: Sewer Access - DANGER! Authorized Personnel Only Don't bother carrying on roving down the near right tunnel. It just leads you back to the room where Abdul is, and you'll also meet up with a mummy. Go down the ladder. T2. The Sewers: At the bottom you come to the sewers proper and a sign saying "Metropolitan Water Company: Old St. North Sewer. As you venture into the rancid water, you hear a distressed Victoria call out your name. "Darien! Darien!" - you've just gotta save the lass! Further down the sewer avoid the crumbling masonry. That yellow cloud appears again with a mummy emerging from it. Destroy it, get the amulet and follow the flow of the current. You hear a sound, so stop as a huge piece of concrete narrowly misses you. At the end is an iron ladder and a sign reading: Old Street Sewer South. Go up the ladder. At the top is a small storage alcove with a small closed portcullis to the right. Go to the far left corner and pull a lever to open this grill. The tunnel slopes downwards to another sewer section. A zombified sewer worker attacks you and in the sewer 2 mummies go for you. They've got no goodies, but the sneaky one behind you playing dead, has! Move on until you spot a service opening on your left, just passed the large sewer grill above you. There's an unlowered ladder there and a sign saying: To the Sluice Gate, Access Denied To Non Employees of Metropolitan Water Company Without Written Permission - hmmm...you'll have to find the means to lower this ladder elsewhere.... Further down the sewer on the righthand side you find another opening - pull the lever. This lowers the ladder. Go back to the ladder, but avoid the falling concrete. Climb the ladder which brings you to the Western Service Tunnels. T3. Service Tunnels West: Grab the amulets off the 2 mummies and in the cell like area it warns you to use protective clothing before using the sluice. Down the tunnel you see a sign telling you Rosemont Road is above you. The rats are getting to be a pain! Carry on until you come to a little doorless storage room With one of the Mullins' boys guarding it. Kill him and grab the "Silver Key" off him - this was the point where my inventory was full and I had to run all the way back to Abdul to dump some stuff on him....aagghhhh! The dead goon becomes a zombie. In the room is a pistol and smelling salts. As you leave, good old Abdul turns up. Save your game. Move on down the passage until you come to some steps to a door. The sign reads: Exit: Pedestrian Tunnel - Access to Great Southern Station and Liverpool Street Only. Use the silver key on the door. This brings you to a short bit of station passenger subway, barred at both ends. You hear the sound of horse hooves above. Go through the other door and back into a service tunnel. Continue until you come to a storage area up a short flight of steps. There's a dead policeman with ammo on him. Also there's a pump near the entrance, but it's mechanism is rusty. Carry on down the tunnel a while until you find a similar room where the dead copper has an old spanner on him. Note the kind of round septic tank with a ladder. You can't climb down until all that crap is emptied out, so take the spanner and use it on the pump in the other room. When the tank is empty, go down the ladder. T4. Sewer Sector Two: You find yourself in a different sewer sector with a broken grill barrier. Go through the hole, avoiding the steam by timing your run. Take the ladder on the right and go over the bridge. A mummy attacks. You are in less turbulent water that flows towards you. Take the ramp to the left and down the steps - you hear a steam locomotive above you - carry on down the sewer and ignore the ramps. Just go on to the end, climb the ladder and pull the lever. A grill lifts up and you hear Victoria call out your name again. At the bottom of the ladder 2 zombified Mullins' thugs attack. Back up to the steel gate behind you to fight them or you'll keep on climbing the ladder when you shoot. They seem a bit tougher to kill this time. One's got smelling salts and the other, explosive arrows - very handy! Go to the ramp with the water wheel paddles and go through the now opened portcullis grill. A sign reads: "Metropolitan Water Company: Fleet Service Tunnels" At the end you come to the door leading back to a passenger station subway. A policeman warns you of trouble ahead. Grab the key off the dead goon. You hear horses, people shouting and gunfire above your head. Before going up the station steps, about turn and go to the iron gate behind you. Abdul is behind the gate, so use the key you just got. Save your game, then enter the fray at the station up the steps. T5. Great Southern Station: Kill the multitude of Mullins' goons who attack you and grab the goodies, especially the explosive crossbow bolts. Run to the very end of the train until a door opens where a goon attacks you. Enter the train and exit to the other platform, killing goons as you go. Don't bother trying for goodies off the dead cops and rail porters. Go over the bridge to another platform. As you run to the other side of the train it starts to move out. Victoria is crying out to you from an open door as she's being restrained by a thug. Too late to save her yet! Uh..oh! That yellow mist again. A 20ft tall stone creature attacks you with a scythe type weapon and pounds the ground until it lowers and stops you escaping the circle. I found the pistol easier to kill it. Just aim and fire when sighted up. After the battle Abdul says they must rush to Southampton Docks, where Victoria has been taken aboard a cargo tramp steamer. ------------------------------------------------------------------------------ -------------------------------------------- CHAPTER THREE: THE CARGO BOAT -------------------------------------------- Character in play: DARIEN C1. Tramp Steamer: As soon as you get aboard the cargo boat at Southampton Docks, save your game. You and Abdul find yourselves foreward of the ship, on the port side of the promenade deck. This being a new chapter, don't forget to re-arm yourself again. Make your way over to the starboard side and go towards the aft. Clean out all the goons and get the goodies. Any crew you meet are friendly and give you warnings. That is, if they don't become zombies. I suggest you go all around this deck, so as to get an idea of your surroundings. The map as it is throughout the game, is next to useless. All the doors to the lower decks are locked for now, until towards aft, you see a scene of a fat guy in a white suit arguing with Mullins. You find out later that his name is Bupo. He's employing Mullins and his villains to steal the Eye of Isis for his collection and he doesn't care how they go about it. Move on a little and you see Victoria being taken through one of the stairwell doors to the lower decks. At least the door has been unlocked. So follow them through the door and make for a lower deck. There's a thug on the half landing. Go through the door marked Deck One. You see a scene of Victoria being roughly escorted to Mullins and a goon attacks you. Then 2 others have to be despatched. Keep on walking the way you're going until you come to a banquet room. There's nothing in this room of use but there's a door to the right inside the entrance. Kill the goon and enter the next door. You've found Victoria! She asks you to follow her, so do so. In the room you follow her to, she asks you to help her find a way to the lower decks. You find some moveable crates with a checkerplate trapdoor under it. Do the business and move the crates, open the hatch. Once below, Darien is clobbered and all his weapons have been taken. As Victoria drops down the hatch she picks up a ruby like jewel. Abdul is there and he tells her it will give her warning of impending danger. Then a scene shows that yellow mist ascending from the sea and enveloping the ship. This can only bring one thing - A bad cough for our intrepid heroes! Funny how Abdul's not affected? Save your game as Victoria. Character in play: VICTORIA C2. Searching Deck 2: Abdul says he'll look after Darien, but she must go to find a weapon to protect herself. Take a chance if you wish, but personally I got a truncheon off Abdul because if she's attacked, she can't survive without some sort of weapon. The truncheon will have to do for now plus some health items. Also pick up the oil lamp off a nearby shelf. As Victoria exits the room and takes the passage - portside gangway towards bow (eastward on map) she sees a goon being killed by the yellow mist. Take a right down a connecting passage before it poisons her. All the nearby doors are locked and she comes up against another mist. In the meantime she's attacked a few times on her travels, by thugs. Make for the crews quarters, following the signs. Get a bucket of water from one room down a narrow passage, but try to avoid one of the other end rooms - on the broadway down the centre of the ship toward the bow (east on map) - There, a zombie smashes the door down from the inside and attacks her. Also there's nothing in the room. Make for the area close to the Captain's Cabin, the Starboard Exit Gangway. There as you turn left you battle with a goon who's guarding a storage room door - starboard gangway (SE on map) Deal with him and enter. Inside there's a friendly crew member and loadsa goodies! There's a flamethrower, pistol, ammo and health. By now Victoria has probably been shot up some and likely poisoned, so use the health if she needs it. Also note the ruby has been warning her of impending danger. A cut scene shows a dead thug under an iron stairwell. Make for stairwell "A" where you find the body and get the Cargo Bay Key from him. Avoid the rats and leave, as the way upstairs is barred by damaged staircasing. NB. I don't think you need to do these tasks in a set sequence, as whichever way round you do them, the game seems get you back on track. Also you can always backtrack at anytime to save your game if needs be. The nearby cargo bay door is a waste of time, it's jammed. So go down the connecting gangway toward the starboard side. Immediately a zombified thug attacks - get the Padlock Key off him. Carry on until you reach the starboard exit gangway and go passed the storage room where you got the weapons. Now there's no yellow mist barring your way beyond. At the end the cargo bay door is jammed like it's facsimile on the portside. Go to the other stairwell "B"on this side and use the padlock key you just acquired. Go upstairs one floor to deck 1. C3. Searching Deck 1: You are now on the starboard exit gangway of deck 1. The cargo bay door is jammed so go straight away to the port side down the connecting aisle. You hear a noise through the door to your right. If you open it, a scene showing a crewman being murdered shows up. If you enter he becomes a zombie and there's nothing to pick up here. Make for the portside cargo bay door which can be opened with the key you got. Inside you find yourself on a balcony overlooking the cargo bay with no way of getting down - for the moment. A scene shows one of the Mullins' boys being attacked and killed by 3 zombified crewmen. Victoria shivers as one of the zombies looks up at her. Next second she hears a voice "Oi You!" - It's a thug! Kill him and get the Coal Bunker Key. The end door is locked, so leave the way you came in. As you pass the unusable stairwell on this side, the door opens sinisterly. Enter and go up to the next half landing to meet up with Abdul. He says he's lost Darien who's possessed. He warns Victoria to be on her guard as he could harm her again. Save your game. You can't go to the upper or lower decks from here. The way below is blocked with debris and the door to the promenade deck is locked. So go back out the way you came. Make your way back to stairwell "B" - the opposite number to the one to where you just met up with Abdul. Go up to the promenade deck. C4. The Furnace Room: As you emerge on the promenade deck, turn right. The first door you come to, the notice next to it says "Bridge: Absolutely No Admittance To Non Crew Without Express Permission From the Captain". Of course being a bit of a rebel, our Victoria ignores notices like that. When you try the door it's locked, but you get info that it does lead to the Coal Bunker. Use the coal bunker key you acquired and enter. The door opposite is locked for now. When you try it, you get info: "If you are to rescue the captain, you must persuade a crew member to part with a key to the bridge". Note the paraffin container next to it. Take the passage to the left between the doors, where as sign reads: "To The Coal Bunker. Engine Room Access Possible Only Through Coal Bunker" Move onward and shoot the 2 goons. They both have fuel canisters on them. A crew member thanks you for saving him, but warns you that the engines will blow if they push them much harder. Venture deeper into the ship's bowels and enter a small opening leading to the coal bunker. She sees a scene of a possessed Darien fighting with zombies and a multitude of zombie crewmen attack her. They don't have goodies but the dead thugs do. Abdul walks in. Dump some items with Abdul and save your game. Go up the nearby stairs and keep on round a banister, up and down some short stairs, passing a sign saying "To the Furnace Room". As you come to the end a scene shows the engine room boilers etc. Carry on round the checkerplate gangway. Note the adjoining gangway with an opened bridge connection. The wheel to activate the bridge is jammed, so you need something to release it. Go on to the other end of the gangway and run through the hissing steam, coming to a body, Get the spanner off the body, kill the goon and go back to the bridge mechanism. Use the spanner on the wheel to activate the bridge. Go over the bridge, ignoring the small control room for now. As you walk down the gangway you spot a checkerplate trapdoor. Open it and go down into the furnace room. There's a few dead stokers about, but they have no goodies. Go between the furnaces and walk passed their flamed up opened doors until you reach an exit. Too late! A goon slams it shut, trapping Victoria in the furnace room. Now he's got her, or so he thinks. He won't be collecting that bonus after you've zapped him and his cronies! Make your way back up to that control room you passed earlier, killing goons and grabbing goodies on the way. In the control room go to the set of levers and pull them. The door has now been re-opened, but what's this! Silly girl! What have you done? That yellow mist has started to billow through the opened door and is turning all the dead bodies, ship's stokers and goons alike, into zombies! The little lass has certainly got a battle on her hands now. They seem to be endless and they keep on coming. No goodies here either. If you survive this onslaught, you won't have much health items left. As you get through the door that trapped you, make your way upstairs to a new area and see a scene of an up and running engine room, but those creaking noises don't sound too healthy. Could be, the engines are about to seize? C5. The Engine Room: After the cut scene one of the Mullins' boys attacks. Move on round the checkerplate gangway until you reach some sooty steps. Go down into the engine room, passed some boilers until you see a cut scene. Suddenly there's an explosion! The engines have blown up and Victoria has landed in an undignified heap on her bum. She talks to the engineer and with her authorative plummy voice, demands that the ship divert at once to Egypt! "No way!" He says "This ship's goin' nowhere lady!" However he gives her a Lucky Double Headed Coin to show the captain. "That way the cap'n will co-operate with you ma'am" He explains. He also gives her a piece of Broken Steam Pipe she must get repaired. Abdul is at the top of the engine room stairs. Save your game. Continue round the unexplored section of engine room gangway and go down the stairs to a double steelplate door. You find yourself in a short, narrow steel passage with an iron ladder at the end. At the top of the ladders 3 zombie stokers attack on the stairs ahead. At the top of the stairs go through the door and emerge into the Maintenance Room. C6. Ship's Maintenance: You find the ship's repairman dead, so you'll have to fix the pipe yourself. Go to the lift operating wheel and activate it. Then go to the lift door mechanism, pull the lever. The hatch opens and reveals a note from the engineer. Go over to the lathe and fix the broken steam pipe. Place the repaired part in the lift and send it down. After a while a cut scene shows the engines kicking in to life - Jeez! That was quick! Go back to the lift wheel and activate it again. Back to the lift door mechanism and pull the lever again. This time you get a prezzy back! A nice shiny new key. The Bridge Key: At last we can free the captain! That steady thumping sound is unnerving... As you approach the other door with the paraffin container next to it, a goon breaks the door down and starts shooting. After dealing with him walk down the narrow passage and up the stairs. The engineer is there and he warns you to get away and that he can't help her. C7. The Bridge: Carry on through the door beyond and back to Deck 2. Look through the window to Victoria's left. Bupo is examining the Ship's Sextant. He must have stolen it from the captain. Leave deck 2 via the stairwell "B". Go all the way up to the promenade deck. Take that first door on your right again - the one with the captains warning about non crew members' access. Only this time you can use the bridge key on the opposite door inside. A little way in a thug attacks. Take the door next to him and go up the stairs. At the top, take on the goon and enter the 1st door you see. You're now on the Captain's Bridge. The captain is by his wheelhouse, so go over to him. When you can get him to stay still, give him the coin. He now knows you're a friend and not a fiend. He tells you he's been in touch with Mr Wahid and they must stop Bupo and his cronies at all costs, and sail on to Egypt. If you have a wander round the bridge's outer decking, you'll find some goodies. There's nothing yet on the 2 upper observation decks. So leave the bridge for now, go back to the promenade deck and down the portside stairwell. Go down to Deck 2. As you move towards the bows, a scene shows you with Abdul in a storeroom about 3 doors down towards the bow. He tells you to get the Sextant and give it to the captain. Save your game. C8. Captain's Cabin: When you leave the room, just continue towards the bows until a cut scenes starts up. Through the captain's cabin window you spot Bupo having a go at the dumb Mullins brother. After the commotion they leave the cabin. Good, now's your chance! Enter the captain's cabin and over to the table. From the nearside pick up the Artifact with it's strange healing properties and pick up the Document. It's a warning to the collector by the procurer of the statue. If he doesn't get double the agreed fee, the statue goes in the drink! Also leave the money in the lifeboat as agreed. The Isis statue will be in the Anchor Chain Storage Area under the Cargo Hold. Could this note be from the stranger in black, Le Chat? Pick up the sextant from the back of the table - this can be a bit tricky as you tend to get stuck on furniture or you keep looking at the picture of the Ironclad, presented to Captain Marshall the ship's master. Now leave the captain's cabin. As soon as you leave and make toward the portside, a cut scene shows a possessed Darien and a couple of zombie crewmen attack. When you've wasted them, a goon zombie attacks from a side gangway. After that it doesn't seem to be over yet. A thick yellow mist is blocking the gangway the latter zombie came from. Best not go down there. C9. Captain's Sextant: Make your way back up to the promenade deck and on to the bridge to give the sextant to the captain, killing thugs on the way. After you give the sextant to the captain, a cut scene shows Le Chat listening to your conversation. Make for the area he was in and pick up the note. It's only a repeat of the warning to Bupo. If you go up the steps to the upper observation deck, you'll find 2 lots of crossbow bolts. Leave the bridge and meet up with Abdul just before you fully leave this area. He tells you to find Darien if you can, and give him the cure. Save your game. When you leave Abdul and get outside on the promenade deck, a scene shows Le Chat, then a document on the deck with an other item. Then you see the still possessed Darien threaten a subdued Le Chat. C10. The Ram: Make for the items on the same starboard side but towards the ship's prow. The note is a 3rd repeat of that ransom note. Another scene shows Darien with some zombies, then the zombie crewmen attack. Before you go on, after sorting them out, pick up the Crossbow. Make your way back to deck 2 via stairwell "B" and go right across the ship's beam to the other cargo bay door. The door smashes open! I suggest you go back to Abdul near the bridge and save your game before entering. When you get through the broken door keep on the balcony gangway on the door side. Pick up the ammo and health off the dead bodies. The other door is locked, but up the steps you discover the machinery for the anchor chain housing. It's jammed for now. Go to the iron ladder, picking up the goodies off the dead thug nearby. At the bottom of the ladder a scene starts up with a rabid Darien involved in it. Next second a monster rears it's ugly head and Darien collapses in a heap. The way you're supposed to kill this giant ram is by shooting it a few of times until it drops. Then run over to the meat hoist control and manipulate the hook using "action" Mouse 0 to activate it and Mouse 0 again to lower it over the ram's body before it recovers. I've found it's very hard to get the ram to drop in the right spot each time so as to manipulate the hook correctly. After about a trillion attempts, the hook eventually hoists the ram away above the meat storage hold. Get a barbecue and spit set up and you could have a Ram Roast! Err...no? NB. Update: Destroying the Ram - First of all weaken it close to the trapdoor as it's an easier target there. When it drops, click on the lever to get the hook to go towards the end of the room. Click on it again to bring the hook up towards you. Click a third time for the hook to set down to pick up any object on the ground. Much appreciation to for that one! C11. Anchor Chain: When you've done with the ram monster Abdul appears. Sort out Darien by combining the Artifact contents with the Mortar & Pestle. Then add the water and give the mixture to Darien. Abdul says he'll look after him now. Save your game. As you leave Abdul a scene shows Victoria looking down an inspection hatch for the anchor chain well. She spots the Isis statue behind a capstan. Trouble is, the capstan has a full anchor chain wrapped round it with no room to squeeze passed it. Besides, that yellow mist is floating about down there. Go back up the ladder, then up those steps to the anchor chain mechanism. I suppose you wondered why that spanner was still in your inventory, even after you used it before. Use it on the mechanism to set the chains in motion. That's cleared the chains from the capstans. However the bodies nearby have come to life - waste 'em and go back down the ladder to the cargo hold. Lift the shiny checkerplate hatch and go down. There's no mist there now, so grab the Eye of Isis from behind the now cleared capstan. Go back up and save your game again. C12. Ship Escape: Run back up to the bridge to see the captain, surviving the onslaught of zombies. Once there, he gives you a lever to lower one of the lifeboats - not in your inventory, there's no need for it to be. Leave the bridge, taking on a hoard of Mullins' thugs. Run around the promenade deck until things blank out and a cut scene shows Victoria, Darien and Abdul escaping in a lifeboat. There's an explosion and Abdul say's it seems Captain Marshall has done the honourable thing and skuttled his ship or at least spiked his engines.The friends row the lifeboat onward until they reach an Egyptian beach. ------------------------------------------------------------------------------- -------------------------------------- CHAPTER FOUR: THE PYRAMID -------------------------------------- Character in play: DARIEN P1. Pyramid of Osiris: As this is a new chapter, remember to get some gear from Abdul before going on. Go up the pyramid steps where Victoria is waiting for you at the top. She's inspecting some statue or something, set in an alcove. Suddenly it spins round and takes Victoria to the otherside of the wall. It's really a revolving door. In her place is a mummy who doesn't look too happy. After you deal with the mummy, Victoria calls out Darien's name. You must go and stand in front of the alcove or she'll keep on calling out, whenever you pass by. She tells you she's all right and she'll find her own way back. Turn left and go on until you get to a room with a lever. 2 mummies attack. In the room you find a strange indentation which obviously needs some object to placed inside it. About turn and go the opposite direction all the way until you spot some steps to the left. At the steps bottom you see another one of those indentations. Go back up and go into the room to Darien's left. As he rounds the corner a couple of mummies attack after some coffin like boxes fly open. Enter the next room, and at the end is a Pyramid shaped item on a pedestal. If you take it the door closes, trapping you. So you need something to jam it open. There are 2 pillars in the room, one is broken. Push the broken one to under the door and grab the item. Two strange looking zombies, who look like keepers of the pyramid or something, then attack. The pyramid shaped object won't work in the indentation downstairs, so make for the 1st room you went to. Before you get there, Abdul advises you to look at the expedition journal in your inventory. P2. Deep Into the Pyramid: The pyramid shape works and a door with steps opens. If you look at the journal you can see that you have to move one of the pillars in the room to the righthand slot closest to the steps. The other to the lefthand slot furthest from the steps. Quite easy really, as they are very nearly in their correct positions already. A door opens and on entering it you obtain a Scarab shaped item. As soon as you take it, a hoard of scarab beetles come scurrying down the steps. Leave at once. At the top of the stairs, a mummy attacks, so make for the small room down the steps on the other side of the passage. The scarab item works and opens a door. As you venture you see a scene of Le Chat escaping some mummies. After destroying them and getting the items, follow the route Le Chat took. As you round the corner a door drops shut. Push the door as far inward as you can. There's some strange objects on both sides of the passage with those indentations again. Look at your expedition journal again only flip over a few pages until you see these emblems. By the drawing you can see there's only one object you can activate. That's the one on the far left nearest the door. Also, only the scarab item can be used. The door opens again after you insert the scarab. As you go on a cut scene shows that the Mullins' boys are back. Mullins himself escapes through a door which opens then closes behind him - only to see him lose his head before it closes! Kill the thugs, now in shirtsleeves and grab the ammo, pistol and Djed Statue. Abdul calls Darien, so save the game. P3. "Big" Green Men: Just behind Abdul, to his right and your left, is a door with an indentation on it's left side. This is the door Mullins went through. Use the Djed statue on it. There's a Mortar Gun near Mullins' headless body. Take the passage beyond the other dead villain,grabbing the ammo off him. When you enter the next room a strange green statue comes to life and attacks you. These sentries take some beating. Just aim and fire as you sight up. Their weapons seem to be 2 sickles that fire their blades at you like boomerangs. Just try to dodge them and any close combat blows. When done with that one, there's another to contend with. Dealing with them opens another door down a short passage on the far left of the room. Go down the steps and rifle the dead goons, then go back up the steps and go round the top on the left, to the very end. Use the Pyramid statue on the indent. A door opens somewhere, then Abdul comes by. Save your game. Go back down the steps and take the other steps on the otherside and through the now open door. Travel down the passage until you come to large sandy area. There are bodies scattered all over, so start looking for goodies quickly as that blue scorpion doesn't look too friendly! P4. The Scorpion: To "kill" this scorpion you have to keep on aiming at it's tail as the yellow sight comes up. You eventually after a long hard battle, appear to have defeated it. However, after a short spell it comes back to life again. Only this time it gets to Darien and knocks him cold. He's out of it. We now find Victoria sensing something's wrong and calls out Darien's name. Then a revolving door brings Abdul to her. Save your game as Victoria. NB. Update: Dealing with the Scorpion - A good place to shelter from it's attacks is to hide out in the little alcove where the dead goon is with the explosive bolts and aim for the tail when the yellow target spots meet. This is not foolproof but it gives you a better chance to survive. Don't get trapped in there however and don't get too far back. You won't see enough of the tail to aim at if you do. Thanks again to for that advice. Character in play: VICTORIA P5. Find Darien! : Get tooled up with a weapon and follow the goon. Make sure you take the flamethrower off Abdul before you go. It's needed for another purpose besides using it for a weapon as you'll soon discover. Also make sure you have a fuel can, even if it's empty.You hear the goon being killed by 2 mummies, who then attack you. Get the amulets off them and soldier on. Eventually, after runnimg over a planked out hole in the ground, you come to a closed door. Seems this is a dead end! Something can be done however. See the 2 torches either side of the door? Well, they're full of oil - get the flamethrower and fire it up. There is some paraffin closeby if you need it. The torches ignite and the door opens. As you venture, you come to the room where Darien battled the green sentries. They're killing some thugs, then they turn their attentions to you. Grab the item, shotgun and ammo off the thugs' bodies after a tough battle. There are 4 levers in alcoves in this room. Three of them are lethal if pulled, spewing out flames. There are 2 levers at the North of the map. Take the one to the left. This opens a door opposite and Abdul follows you through it. Save your game. P6. Scorpion's Demise: Do you see the unlit lamp bowl on a pedestal near the wall where the steam is hissing from 3 spouts? Also note the 4th spout is aflame and not steaming like the others. Push the lamp to the flaming spout, timing it to avoid the steam. Once under the flame, it ignites. Nothing happens? Go down the steps and climb the steps opposite. Just repeat the lamplighting action you performed previously. A couple of doors open. Go back downstairs to the now opened door between the 2 sets of steps and grab the Scorpion Statue. Go back to the area where you moved the 2nd lamp under the flame. Go through the now opened door grabbing the goodies off the dead goons. Ignore the room with the centre pedestel and 4 corner pedestals for now. Take the small inset area just by the last body and run up to the door with a scorpion emblem on it. Use the scorpion statue on the door - not the indentation next to the door's right. When you enter the now open scorpion door, you find yourself trapped in the sandy room with a very large blue scorpion with a bad attitude. Use the same method to kill it as Darien used - aiming at it's tail, when it rears up. Pick up mortar shells off the bodies. Finally the scorpion pops it's clogs and Abdul walks in. Get rid of surplus items with Abdul or Darien. Take the expedition journal and the pyramid statue off Darien and save your game with Abdul. P7. Searching for a Cure: Go back to that room with the 4 corner and 1 central pedestal. If you look at the expedition journal on the last pages, you'll see this room on the drawing. Notice on the drawing, the centre pedestal is a lamp and it's lit? Also it's been moved to a recess at the far end of this room. See as well, there's an item in the flame? You now know you can re-enact what's on the drawing. Place the pyramid statue on one of the corner pedestals. One of them is the correct pedestal. As you try each one, if they're the wrong one there's a mummy to contend with. After each "failed" attempt, don't forget to retrieve the pyramid statue so you can try the next pedestal. A recess in the ground is created with the correct one. You lose the pyramid statue now - it'll not be needed again. Push the pedestal lamp right up to the wall recess where it'll ignite. Grab the Serpent Statue from the flame. Take your new prize back to area where you moved the 2nd unlit lamp to the flame. As you move nearer to the steps you see a set of decending ladders - you probably saw them before? - by the pillar. Now's the time to go down. Four mummies attack now! 2 in one sector and 2 in the other. Rifle the dead thugs' bodies - if you've not visited this area before? Notice between the 2 sectors of the room there's a gap with a body. As you approach it the ground, which is really a sliding roof, moves over to reveal some steps leading to a door. Use the serpent statue in the keyhole on the left and the door opens. As you venture further into the pyramid, watch out for falling ceiling and go on until you hear this steady thumping sound. Go down the steps and walk on into a small room. To the right is a dark passage. Walk cautiously and as close to the moving spikes as you dare. Time it right and get through without a scratch. Time it wrong and it makes poor Vicky's eyes water a bit! There's a couple of undead pyramid keepers waiting for you on the otherside and you come to a large room with coffins. Nothing in here so take the path to the right. Keep right on and up some stairs. Time your run between the flames and dash into a room with 3 tall pedestals. This puzzle doesn't need the journal: P8. The Puzzle Room: There are 4 small annexed rooms at each of the 4 corners of this larger oblong room. There are 3 large pedestals in the main room, each with 3 signs engraved on them, each with their engravings in different positions on the stone. First off, go to the small room in the SE on your map and waste the mummy. Grab the empty water bucket. See the nearest pedestal to that room? Push it into that room all the way to the star sign on the floor. Before you leave, notice the engravings on the wall? They correspond, position wise with the engravings on the pedestal you just placed. Do the same with the other 2 pedestals for their corresponding rooms. only the other 2 need to be shunted passed each other first. The 4th room - the odd one out - contains the Water Emblem Statue near the dead goon. Also there's a door there, opened after you placed the pedestals. Enter the new room and pick up the Artifact with the mystery cure. Go over to the water pedestal in the far middle of the room and use the water symbol on it. Water starts to flow in nearby streams and also another door opens - So fill ya bucket! I think Darien and Victoria should be renamed Jack & Jill! When you leave and re-enter the oblong room you see a now open door to the right - enter. At the bottom of the stairs, before going on, go up the other stairs on your left - this is a shortcut back to Abdul and Darien via the area with the ladder. Give Darien the cure and save your game. P9. The Eye Of Isis: Before you go back, you must take the Isis statue with you. At the bottom of the stairs back in the new area, turn left. Carry on and down more stairsways Those damn green sentries again! On you go, until Victoria stumbles at the end and drops the Isis Statue! She cries out "Oh No!" as she sees Le Chat the procurer take it. When she recovers, go down the ladders to the area where she saw Le Chat pick up the statue. There's a couple of dead goons with items down here. Make for the revolving door right opposite the ladder. It spins her unexpectedly to the otherside of the wall, where there's more stairs. Go down the stairs. In a room further on you find some dead Mullins' goons. They have mortar shells and a small amount of health on their bodies. As soon as you enter the next sector.... The ENDING sequence starts HERE...... -------------------------------------------------------------------------------- A description of the ending sequence of events are after the appendix and are marked as a SPOILER: -------------------------------------------------------------------------------- APPENDIX: Although not the best survival horror game in the world, I did however enjoy playing this game. You can't help thinking it's Resi-Evil but with a different scenario and era though. I think you would agree after playing the game, that it isn't really in the same class as the afore mentioned, but it's ok in it's own way. Especially the era in my opinion. The late Victorian setting seems to me to be ideal for gothic horror. Like a corny although classic, Hammer horror movie. It's had mixed reviews, but most were a reasonable average of 6-10, 6.8-10, 7-10 and so on. Which I think is about where I rated it. Also it seems to be going cheap, wherever it's released in the world, which can't be a bad thing. If you like survival horror, then I think Curse: The Eye of Isis is worthy of anyone's collection. ------------------------------------------------------------------------- SPOILER: P10. The Ending: As you continue passed the dead goons and enter a cave like area, you see Bupo the collector has captured the procurer Le Chat and is holding him at gunpoint. He is just about to kill him when he spots Victoria. He points the gun at Victoria who closes her eyes as he's about to shoot her! Bang! There's a gunshot, but it's Bupo who drops dead. Darien has saved her at the last second. When she recovers, they go over to Le Chat and take off the mask. They discover that Le Chat is really a young woman! Abdul comes in and explains that Isis herself had been overseeing them, and protecting them wherever possible. To do this and return the Eye of Isis to it's rightful place, she had employed the services of a mortal - Le Chat. This mortal now turns out to be one of twins born to Clarissa Sutton - Victoria's mother. She has now discovered she has a twin sister she never knew! Hmmm...obviously not identical? She's a brunette, while Victoria's a redhead! However, the danger is still not over! In the scene, we see Bupo's body being mysteriously dragged away by an unseen force! Darien says he'll go to place the Eye of Isis on the pedestal. Victoria begs him not to go, as he is still under influence of the terrible curse. Darien insists that his family the Danes, were probably responsible for the demise of the Suttons, by way of abandonment. Although the rumours aren't strictly true, he feels it's his duty. Character in play: DARIEN Pick up the Eye of Isis statue from the ground nearby and get any ammo/health items you need from Victoria. Save your game. Enter the area where you saw Bupo being dragged away and walk through the gap between the lethal yellow mist. Walk straight up to the pedestal. A cut scene shows Abdul telling Victoria that the jewel she has must be with the statue! Suddenly, the 2 stone sentries guarding the pedestal turn into those green undeads. Fight them like you did the others. After the battle is over, go back towards the way you came where a cut scene shows Victoria chucking the ruby to Darien. Darien places the jewel on the top of the Isis statue and moves toward the pedestal. What's this! Did he see Bupo's body twitch! Yes he did! In a cut scene Bupo becomes this huge unbelievably ugly, reptilian like creature! I won't explain how to kill him, only do what you've done before. Aim and fire when the yellow sighting dots become one larger dot and just dodge his blows. He's actually easier and quicker to kill than the stone monster at the station and the scorpion. After you've destroyed him, you find out you've dropped the Isis statue. Look around and you should find it close to or on Bupo's carcass. Place it on the Eye of Isis' pedestal. The nightmare is over and the friends all set off into the sunset! -------------------------------------------------------------------------------- Copyright 2004 jimbojan