FORGOTTEN SHRINE OF NEFERTI
VILLAGE OF MUHAR
TEMPLE OF SET
RUINED TEMPLE OF HARVEST
THE ANCIENT SPHINX
ROYAL BURIAL HALL
UNDERGROUND TEMPLE OF RA
This walkthrough assumes you have read the Stone Prophet manual
and are familiar with operating the game's user interface. You
should also have a reasonable knowledge of how best to equip your
party of characters and how and when to use spells.
This is not a detailed step by step set of instructions.
The walkthrough does provide general hints and instruct you in
what items to seek, and in which general locations. This will
help you progress efficiently without spoiling the general experience
of exploration and the adventure of finding the unexpected. There
will be many buttons to push, pressure plates to step on and locks
to open. I have rarely mentioned these explicitly. And, the walkthrough
virtually ignores the ever present monsters in every location
that you will have to clear out before safely exploring most locations.
Everywhere you go you will find useful scrolls, weapons, health
improving items, clothes, armor, etc. Collecting and using such
items will be essential to progressing, but I only mention picking
up especially significant items which will be absolutely necessary
to complete the game successfully.
Stone Prophet is not a linear game, so this walkthrough is only
one order of events while many others will also lead to a successful
I have created the following maps from the on-screen automaps
from the game. They represent complete layouts. I have marked
the significant items on the maps.
THE LOST SHRINE OF NEFERTI
LOWER LEVEL 1
LOWER LEVEL 2
LOWER LEVEL 3
THE TEMPLE OF SET
UPPER LEVEL 1
UPPER LEVEL 2
DUNGEON OF THE SERPENT
THE RUINED TEMPLE OF HARVEST
THE BURIAL CATACOMBS
THE ANCIENT SPHINX
LABYRINTH OF THE MAGI
HALLS OF INSIGHT
THE ROYAL BURIAL HALL
CITY OF THE DEAD
THE UNDERGROUND TEMPLE OF RA
TOMB OF ANHKEPOT
CRYPTS OF THE CHILDREN
CRYPT OF THE HIGH PRIESTS
You may still get stuck trying to follow these instructions. If
you need further help, I have downloaded a set of maps from CompuServe
Gamers forum and made them available here. This set of maps has
many more details marked than those above, such as buttons, clues
and pressure plates. These maps were created using the IBM character
set and can be displayed and printed by a DOS text editor such
as EDIT or a DOS listing utility such as LIST. Note that two areas
are not included: Temple of Set: Dungeon and Burial Halls: Lower
Crypts. Click here to download SPMAPS.ZIP.
- This walkthrough assumes you either use the quick start party
or create your own two characters: a magic user/fighter and a
- If you run low on water, clerics should cast the create water
spell. It is a good idea to pray for the create water spell. Alternatively,
there is a well to the north of Muhar.
- The little round green containers hold a yellow salve which
when ingested cures poisoned or diseased characters. It is called
- The periapts will slow harmful effects on your party members
if you keep them in your inventory slots rather than in a sack
- There are several NPCs (non-player characters) available who
can join you on your adventure. NPCs can be dismissed from the
party and can be collected later from where you originally found
them, provided they are not dismissed when dead. You will only
be able to dismiss an NPC when you invite a fifth character to
join your party. Your maximum party size is four.
The Undead Paladin is a special case. She will leave of her own
accord when you complete her particular quest. So I have left
it to the end of the game to complete her quest. You can complete
her quest at any time earlier once you have the skill, knowledge
and equipment to do so.
The available NPCs are listed here in my order of preference together
with the location they can be found.
- Undead Paladin - north-west of Burial Catacombs: Ground Floor
- Jackalwere Cleric - north-center of Sphinx: Hall of Insight
- Wemic Fighter - north-east of Obelisk in the desert
- Troll Fighter - on the way to the far north of the desert
- Ranger/Cleric - east of Neferti and north west of Set in the
- Piotra the Thief - south-east of Muhar
- I found the cleric spell, Flame Blade, was incredibly useful
and I used it almost constantly against all monsters. This works
if you keep your cleric at the front of the party. I also found
Summon Insects very useful, but they can hurt your party too.
- Pyre elementals can be easily killed using Lightning spells
or, if you are protected against fire, just hack at them with
- Use the Improved Detection spell to identify your best weapons.
- Magic users will not be able to cast spells if they wear non
elven armor. There are some powerful cloaks of protection and
elven chain mail to be found.
- Use the teleport tiles to travel quickly from place to place.
They can usually be found at the entrance or just inside each
location. Use the teleport spell (once you have found it) to travel
quickly within a region or between regions. I found the teleport
spell particularly useful in getting around awkward places.
- Wear the Helmet of True Seeing as much as possible once you
have found it. This will enable you to detect illusionary walls
and other illusions.
- Combine the pieces of the Seals in your inventory by clicking
one piece on another. You need four pieces to complete each seal.
Sent to investigate a problem in the hither to unknown land of
Har'Akur, your party of adventurers encounters a dying woman.
She speaks of her brother Poitra and the importance of her dagger
to her family. As she dies, you become aware of a wall of fiery
heat trapping you inside the desert of Har'Akar.
Pick up the dead woman's Vistani dagger. Head north-east to the
lone tent, go inside and speak with the woman (Min Deir). She
draws a diagram indicating you should travel east to a well. Do
so and enter the well.
Talk to the injured woman (Sennef) near the entrance. Sennef wants
you to take her to her village of Muhar. Accept her request and
she will join your party. Leave the Forgotten Shrine of Neferti
and go north to Muhar.
Enter the village. Visit the old beggar, the hostile village leader,
the hostile family, the friendly boy and Piotra. Give Piotra the
Vistani dagger and have him join your party. If you find the attributes
of a thief character useful, you may keep him for a while. However,
he is a limited character compared with the other NPCs. Also visit
the woman whose husband has left her and taken all their supplies.
You will find supplies, spells and clues in the other tents.
Now you need to get build up some experience and/or get some help
before you can easily cope with exploring further the Forgotten
Shrine of Neferti. Wander extensively around the
desert, killing desert zombies and giant vultures with regular
weapons and dust devils with flame and fire spells. It is probably
better to avoid any other monsters at this stage, so run away
if anything else approaches you. You should also meet some non-player
characters (NPCs). Invite the Troll and/or the Wemic to join you.
Find the dying man, north of Muhar, and take the sack of supplies
back to his wife in Muhar.
Now you should return south to the Forgotten Shrine of Neferti.
Pick up the key in the north-east area. Get the eye in the south-east
area. You may need to click a button to close the pit so you can
get to the eye. Get the key in the south-west area. Collect the
Seal piece in the south-west corner. Get the second eye in the
north-west area. Fall through a pit further north and collect
the Helm of Telepathy. Return up the stairs to the north and push
the button to close the pit. Pick up the Helm of Brilliance. Wear
this helm instead of casting light spells. Return to Min Deir.
wear the Helm of Telepathy and make sure the eyes are in the inventory
slots, not inside a container. Talk to Min Deir. She will join
your party. (Drop Piotra if you need to, otherwise drop the Wemic
or Troll.) Go to the Obelisk in the central part of the desert.
The main objective here is to find all eight scraps of paper (four
blue edged and four red edged) so that you can read the inscription
on the first level. This is a translation of the inscription:
"Hot gales the sands arise. Flesh corrupts and falls away. These are the signs
of their coming. The wrath of Ankhepot burns the land. Who hopes to rule must
lure the evil to him. In the Ancient Burial Hall the Guardian of the Gate of
the Dead awaits. She shall judge them by deeds both good and bad. Her son the
sweet lute did play. This gentle music the ghost awaits. To the priest, the
mystic urn is given. The Temple of Harvest shall be restored. Beyond the Gate
of the Dead, he awaits. The soul of the stranger knows the way. Master of the
Winged Wind. Three signals the whistle sounds, summoning forth the falcon. The
eight tears shall fall. Ra weeps and the stone shatters, a fragment of the seal
revealed. They capture the sun and in a coffer hold the might of Ra. By its
light, the soul and the seal are freed. Two seals, each in four pieces lie. Piece
to piece, the seals rejoined two gates are opened. Into conflict, the foes are
led: Ankhepot and the other. When falls the wall of Ra, two gates be opened.
The way home."
You must also find a Seal piece on lower level 3. Just east of
the center of this level is a rectangular room, with three entrances
from the north, running east to west. The Seal piece is in this
Leave the Obelisk and go to the Temple of Set to the south-east.
Go upstairs. Get six snake idols from upper level 1. Go upstairs.
Get the Helm of True Seeing from upper level 2. Have one of your
party wear it. Get another three snake idols from upper level
2. Go down to the temple grounds. Use the snake idols to open
the locked rooms. Get the Magic Watering Urn and the Seal piece.
Leave the Temple of Set and go north-west to the Ruined Temple
Get the Mask of Hathor and have a member of your party wear it.
Go to the kitten and speak with him. Take the key, then use it
to enter the nearby area. Take the feline figurine. Use the key
to open the doors that run through the center of the temple northwards
to the old man. Talk with him then hand over the Magic Watering
The old man should have with him the small child who ran away
when you visited the hostile family in Muhar. Have the child accompany
you (drop the Troll or Wemic and pick him up again later, if necessary)
and return to Muhar.
Visit the hostile family's tent to return the child to her parents.
Talk to the father. Visit the hostile leader's tent. Return to
the Ruined Temple of Harvest.
Return to the area where you met the old man and child. Pick up
all the air pores you can. Press the button on the other
side of the wall behind the old man (to the south) and find the
steps to the level below. Offer the feline statue to the statue
with the gray markings. Go through the door that opened and get
the Secret of the Sphinx scroll, the lioness and jackal figurines.
Continue as follows:
Give the jackal to the statue with red markings and get the falcon
from the new area. Give the lioness to the statue with beige markings
and get the Coffer of Ra and large chain from the new area. Give
the falcon to the statue with pink markings and get the scroll
of retirement from the new area.
Go to the south-east area, step on two pressure plates to open
the far south-east corner and collect the vulture figurine. Offer
the vulture figurine to the statue with turquoise markings. Have
each party member ingest an air spore then enter the green area.
Find the golden statue. Talk to him then use the Coffer of Ra.
Pick up the Seal piece. Collect the scorpion figurine.
Offer the scorpion to the statue with green markings. Ingest more
air spores, if necessary, and before entering this green area.
Your party should now have enough skill and experience to tackle
some of the more difficult monsters. Leave the Ruined Temple of
Harvest and head to the far north where you will encounter the
friendly Troll, if he isn't in your party already. Have the troll
join you in place of Piotra the thief, if needed.
Keep traveling north until you reach the face carved into the
Enter the mouth and go down the corridor immediately to the left
and find a Fly spell scroll behind an illusionary wall. Leave
through the mouth, then cast Jump or Fly and enter the eye on
the right. Get the Calcite Wishing Cup, then leave. Jump or fly
into the other eye. Get the Gold Circle Key. Leave and enter the
mouth again. Get the Silver Circle Key and Telchen's Lute. Get
the Wemic and Troll suits of armor for the Wemic and Troll if
you plan to use them in your party now or later. Have the Undead
Paladin join your party. Go downstairs and get the Seal piece
from the lower excavation. Leave the Burial Catacombs.
Go south to the Sphinx.
Read the scroll 'The Secret of the Sphinx'. Then approach the
Sphinx carved into the wall.
Keep following the stairways until you find the laughing statue.
Refer to the map if necessary. Click the Calcite Wishing Cup on
the statue. I recommend picking fire resistance.
Go downstairs to the Labyrinth of the Magi.
Get the crocodile figurine. Offer it to the statue with gold markings.
Get the ram and frog figurines.
Offer the ram figurine to the statue with purple markings. Offer
the frog figurine to the statue with beige markings and get the
Give the scarab figurine to the statue with blue markings. Get
the Teleport spell scroll and the gold key with a black gem. Open
the doors with the gold key with the black gem and get the Gold
Whistle. Get the Knock spell scroll. The Knock spell can be used
to open most locked doors and will save you having to find many
keys from now on.
Head upstairs to the Hall of Insight. Explore thoroughly. Have
the Jackalwere join your party.
Leave the Ancient Sphinx.
Find the ghost just north of Muhar and use Telchen's Lute. Talk
to the ghost.
Go east to the stone statue of a man and use the large chain.
Enter the Royal Burial Hall.
There are four teleports on each wall, north, south, east and
Take the north teleport and get the Iron Circle Key.
Take the south teleport and get the Demon Key.
Take the west teleport and get the Dragon Tooth Key.
Take the east teleport and get the Thorn Key. Make sure you pick
up a Seal piece in the south-center of the north-west quadrant.
Use the Thorn Key to open the lock opposite the stairs. Walk into
the picture of the Guardian of the Dead and enter the world of
Leave the Burial Hall of the Dead.
Go south until you reach the pair of hands reaching out of the
sand. Walk through the hands going south to the rock. Turn east
at the rock and walk toward another rock. Then turn south and
walk into the Temple of Ra.
Find the eight tears of Ra (five on the upper level and three
on the lower). Find the pictures of the hand maidens in the west
central area of the Temple Grounds. Place one tear on each of
the pictures of the hand maidens. Get the Seal piece. You should
now have the complete Heirophant Seal. Place the seal in the circle
of the pattern on the wall
near Heirophant's mummy. Leave the temple of Ra.
Travel to Pharaoh's Rest in the far north-east of the desert.
First it is a good idea to become invisible to avoid being attacked
by the Stone Golems. Use the dust of disappearance so you can
attack the Stone Golems without them attacking you. They can be
destroyed by +3 weapons. Alternatively, use the Fly spell to avoid
the Stone Golems
Very carefully, as you must do this in exactly the right order,
locate seven pressure plates on the floor. Step on them in this
order: south-west, west, north-west, north-east, north-east-east,
east, south-east, or in other words clockwise starting from 7
o'clock. On the map of Pharaoh's Rest: Tomb of Ankepot I have
numbered the locations of the pressure plates in the order they
should be stepped on.
When you do this correctly, the way north will open. Go north
and head downstairs and fetch the Mallet and Iron Shield Key.
Return south and go upstairs (the stairs are toward the north-west
of the southern area). Open all the doors with the Iron Shield
Key or the Knock spell. Get the Gold Ankh Key. Wear the Mask of
Hathor. Use the Gold Whistle on the picture of the falcon. Put
the heart in the inventory. Return downstairs. Make your way further
north, opening the door to the north with the Gold Ankh Key. Keep
going north until you find a picture of a man on the doors to
the north. Put the heart in the hole in this picture. Get the
last Seal piece.
After combining all the Seal pieces, you should now have the complete
Ankhepot Seal in your inventory. Return south and place the Ankhepot
Seal on the circular pattern on the wall. There should now be
a one-way teleport between Pharaoh's Rest and the Temple of Ra.
Don't go through the teleport yet.
You need to create a safe and easy between the north area and
the one-way teleport. I recommend opening all the doors in the
corridor on the west side by pushing all the buttons and/or using
the Knock spell. Alternatively, preferably if you are fire resistant,
plan on using the east most corridor.
Return to the Gong and hit it with the Mallet. Go south then west
or east toward your safe corridor making sure Ankhepot is following
you. He must be three or four squares behind your
party or he will stop following. This will make it very easy for
him to attack and kill your entire party, so you will probably
have to quick save and restore several times during this sequence.
Also you may have to cast Fly if the stone golems get in your
way as your invisibility spell will keep failing. If you lose
Ankhepot by getting too far ahead of him, use a wand of enemy
detection to locate him again and retrace your steps accordingly.
Once you have led Ankhepot down the north-south corridor, head
east (or west) then south toward the one-way Temple of Ra teleport.
If you are flying you must come down to the ground before you
can enter the teleport. Make sure Ankhepot is behind you, then
enter the teleport.
If you were successful, the scene should change to a fight between
Ankhepot and Heirophant. Leave the Temple of Ra as soon as you
Return to the Temple of Set.
Go down to the Dungeon of Set via a pit or the stairs down. When
you encounter Senmet, kill him then use the Scroll of Retirement.
The Undead Paladin will leave permanently now, so you can collect
one of the other NPCs to join your party.
Return to the area above the Temple of Ra and go east into the
now safe Wall of Ra. Explore the red zone until you find a red
scroll, the Scroll of Return. It will appear
as a yellow dot on the automap. Use the Scroll of Return. Enjoy
the closing sequences!
This walkthrough is copyright © 1995
by Diana Griffiths. All rights reserved. Not to be distributed