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Atari 2600
   Riddle of the Sphinx       


These are dark times. Death's long shadow rests across the Valley of the
Kings. Anubis, jackal-headed god of the dead, has cast his curse over all of
Pharaoh's kingdom. A plague of scorpions and hordes of thieves lie thick upon
the land. O hear the thin whine of despair!
Sing of Pharaoh's Son, all hail the Prince of Egypt! Deliver us from
this curse! Brave the dangers of the desert. Seek the answer to the Riddle
of the Sphinx. Pay Anubis' ransom with your treasures, O cunning Prince of
Wiles. Reach the Temple of Ra, source of light and life.
Pharaoh's heir--be wise, be wily--and beware!


>> Pharaoh's kingdom languishes under a vile curse. his son, Egypt's heir,
travels across the Valley of the Kings. To lift the curse he must reach the
Temple of Ra with priceless treasures. He must solve the Riddle of the
>> He barters with nomad traders. Some give him gifts and artifacts useful
to him on his journey. Some steal.
>> Armed only with a sling and rocks, the Son of Egypt combats marauding
thieves and deadly scorpions. His trials earn him inner strength. Oases
refresh his thirst. Time heals his wounds.
>> Approaching sacred monuments--Pyramids, the Temples of Isis and Anubis,
the inscrutable Sphinx--Pharaoh's Prince seeks to make the correct offering.
if he fails to do so, he may not be able to move further or receive priceless
objects in exchange. If he pleases the gods, his inner strength points grow
greater and his store of treasures increases. He advances toward the Temple
of Ra, source of light and life.
>> Once there, he hopes to possess the treasure that will open the Temple to
him, liberating Egypt of Anubis' fierce curse.
>> These things weigh on the young Prince. He reviews his purpose: to lift
the curse and prove himself a worthy successor to Pharaoh, he must:

> gain as many inner strength points as possible
> complete his quest as rapidly as he can
> collect all the treasures he can find
> reach the Temple of Ra

>> The Son of Pharaoh girds his loins. He prepares to confront his fate on
the timeless sands that are Egypt.


>> Insert cartridge in console, label up. Turn power switch to on.
>> Flip Game Select Lever to choose one of the three Riddle of the Sphinx
>> Game number appears in a black box at bottom of screen, left of center.
>> Hit Game Reset Lever to begin action. Game begins again whenever Reset
Lever is tapped.

NOTE: Black and White/Color lever does not affect the color display on your
television set.
>> To see how much time has elapsed during a game:
> set Black-White/Color Lever to Color;
> set Right Difficulty Lever to position A.
>> To find out the Prince's inner strength score:
> set Black-White/Color Lever to Color;
> set Right Difficulty Lever to position B.
>> To find out Prince's wound and thirst scores:
> set Black-White/Color Lever to Black-White.
>> To slow action, set Left Difficulty Lever to position B.



>> The Prince appears at the bottom of the game screen, above
the score.
>> The Prince's progress is controlled with the left joystick.
> To move ahead: press joystick away from you.
> To move back: pull joystick toward you.
> To move right: lean joystick right.
> To move left: lean joystick left.
> To move at an angle: angle joystick in that direction.

The prince of Egypt sees many camels, palm trees and obelisks on his trek.

> The Prince must move around these obstacles.
> He sometimes darts behind them to avoid enemies, or to surprise them.
> Neither the Prince's nor a thief's rocks can usually penetrate a solid


The Son of Pharaoh embarks on his quest armed only with a sling from which he
can throw an unlimited supply of rocks.
> To throw a rock: press left joystick button.
> When wounded or thirsty, he cannot throw them as far.
> He can only sling rocks forward (that is, up, toward top of screen).
> When moving back, he is defenseless until enemies move past him.


>> One foe of the Son of Egypt travels with him always: thirst. The longer
he goes without refreshment, the greater his thirst grows. As it increases,
he slows down. he cannot throw rocks as far. He must seek water or become
easy prey to thieves, scorpions and the dread god Anubis!

Pharaoh's Son seeks release from his ragged thirst. Six oases offer him just
that. No mirage, they float forward. he must stop. he must drink. To drink
at an oasis, the Prince:

> approaches from below
> heads directly toward the water at the center of the oasis
> drinks deeply. When he has satisfied his thirst, a bell sounds.
> He regains vitality--moving well and throwing far.

To find out the Prince's thirst level, set Black and White/Color Lever to
Black and White. The number representing the Prince's thirst appears on the
right. Certain objects and treasures also quench thirst. Read on!


Wounds, like thirst, slow the Prince of Egypt down and make rocks difficult to
throw. The Prince sustains wounds when he is:

> robbed by a thief 1 wound
> struck by a thief's rock 1 or 2 wounds (depending on level of
> stung by a scorpion 2 wounds
> touched by the evil god 3 wounds

>> If he sustains enough wounds, the Prince dies. The game ends.
>> Time, we know, heals wounds. As long as the Prince can avoid an enemy's
assaults, his injuries will heal.
> The number of the Prince's wounds appears when the Black and White/Color
Lever is set to Black and White. The number of wounds appears on the left.
> Certain objects and treasures protect Pharaoh's Prince from a thief's
rocks. other cure wounds he has received. (See Useful Objects, Treasures
and Artifacts.)
> The goddess Isis can also gently cure the Son of Pharaoh.
Who are they who wound, heal, barter and sometimes betray the persistent son
of Pharaoh? Whom should he attack, and whom avoid? What gifts does he receive
and which find? In what way, and towards what end, does he use them? Proceed
and be enlightened. Ancient Egypt's ways will yet be known to you.


Son of Pharaoh must practice caution. Among those he meets on his journey:

Thieves: They pelt the royal heir with rocks and attempt to steal his
possessions. Should the Prince come in contact with a thief, one of his
treasures or artifacts will disappear. The Prince attacks or avoids thieves.
> Prince hits thief with a rock: he gains 60 inner strength points.
> Thief hits Prince with a rock: Prince receives 1 or 2 wounds, depending
on level of difficulty.
> Thief touches Prince: Prince receives 1 wound.

Scorpions pursue the Prince. They can seriously wound him should he come in
contact with them. He attacks or avoids them.

> Prince hits scorpion with rock: he gains 60 inner strength points.
> Scorpion touches Prince: Prince receives 2 wounds and loses 20 inner
strength points.

Nomad traders give--or steal--objects useful to the Son of Pharaoh. he
barters with them when his possessions are few, and thinks twice about dealing
with them when he carries many precious items. To trade with a nomad, the
Prince approaches from below and touches him. A noise sounds when a
transaction occurs.
> Prince accidentally injures a nomad trader with a rock: he loses 80
inner strength points.
For many fast-moving thieves and scorpions: set Left Difficulty Lever to A.
For fewer and slower-moving thieves and scorpions: set Left Difficulty Lever
to B.


The prince also meets--or avoids--two desert deities:

Isis, goddess of fertility and motherhood, seeks to comfort the Prince by
quenching his thirst and healing his wounds. She sometimes bestows precious
treasures on the young Son of Pharaoh. To meet Isis, the Prince
> approaches from below
> kisses her feet to show his grateful respect.
When he succeeds in pleasing Isis (and this is not always the case), a bell
sounds. The Prince's wounds are healed, his thirst quenched. When he pleases
her and he is not wounded or thirsty, she might then bequeath him a gift.

Anubis, god of the land of the dead, faithful guardian of tombs, must be
avoided or he will seriously wound the son of Egypt. The merest touch
results in a wound. Anubis touches Prince:
> Prince loses 20 inner strength points.
> Prince receives 3 wounds.
The Son of Pharaoh must be careful not to hurl rocks at Isis or Anubis. This
act constitutes excessive pride, and his inner strength score suffers for it.
> Prince strikes Isis or Anubis with a rock: he loses 77 inner strength


But what of all these gifts, these treasures? The royal heir begins his trek
with nearly nothing. He must collect as much treasure and as many useful
objects as he can. The treasures and objects serve many functions. He must
use them wisely.


The Prince's use of his new-found possessions is controlled with the right
>> Treasures, objects and artifacts come to appear in 2 rows across the bottom
of the screen. A black box also appears.
>> Before a treasure, object or artifact can be used, the black box must cover
> The right joystick controls movement of the black box.
> To move the black box right: lean joystick right.
> To move the black box left: lean joystick left.
> Stop leaning on joystick when the black box comes to rest over the object
you wish to use.
> Objects are only in use as long as the black box covers them.

Once the black box covers an item, that item responds in the following way:

Shield: Protects the Prince from a thief's rocks. After absorbing several
hits, the shield disappears.

Staff: Though a traveler's common support, this staff retains magical powers.
The Prince tries always to keep it from being stolen once he finds it.

Jug: Quenches thirst. Press red button on right joystick for refreshment.
Jug is used and disappears.

Tannis Leaf: An herb with uncanny healing properties, the tannis leaf heals
all wounds, however serious. Press red button on right joystick and tannis
leaf heals Prince and disappears.

Spade: The space allows Pharaoh's Son to search for treasures as he travels.
As a result, it operates differently. The Prince digs in the desert with the
spade. He tries to find objects and treasures that will speed him on his
journey. often he must dig long and far. To use spade:
> Cover spade with black box.
> Press and hold button on right joystick to use spade.
> Prince may move while digging. To move and dig, lean on left joystick
while pressing right joystick button.
> When he finds an object or treasure, the spade disappears and is replaced
by the newly-discovered item.
Pharaoh's Prince must practice caution, for while he digs he is vulnerable to


Treasures are valuable and magical. The Prince receives them from nomad
traders and the goddess Isis, or he finds them while digging. Treasures only
need to be covered by the black box in order to be used.

Disk of Ra: Heals wounds. When used, it is not consumed. It can be stolen.

Goblet: Quenches thirst. Though it cannot be consumed, it can be stolen.

Necklace: Shields Prince from rocks and scorpions. It cannot be consumed,
but can be stolen.

Scepter: Acts as a chariot in speeding Pharaoh's Prince on his way. With it,
neither thirst nor wounds can slow the Son of Egypt. He can hold the scepter
indefinitely--unless it is stolen.


Still other treasures appear. Their specific uses remain unclear, thought
they appear to be valuable. These the wise Prince of Egypt decides to save,
hoping to offer them at sacred monuments and temples in exchange for passage
or for other, infinitely more valuable, gifts.

If you wish to drop an object from your collection:

>> Select it for use by covering it with the black box.

>> Pull the right joystick toward you.
>> Press button on right joystick.
>> The item will disappear. Magic!


Despite setbacks, the young Prince perseveres. So much to remember, so many
things to do! But he is strong, and growing stronger. All Egypt looks to him
for relief from Anubis' curse. He must solve the riddle of the Sphinx. he
must reach the Temple of Ra. Before leaving his father's palace on the Nile,
Pharaoh's Prince received advice from the Royal Astrologer. The Astrologer
instructed the Prince concerning ceremonious offerings.
"Son of Pharaoh, avoid youthful folly. Make offerings at sacred places--
Pyramids, the Phoenix, the Temples of Isis and Anubis, the Sphinx and the
Temple of Ra."

When making an offering:
>> Cover offering with black box before reaching a sacred monument or temple.
>> Approach reverently, from below.
>> Touch the bottom center of each sacred place.
>> Present an incorrect offering: the Prince loses 20 inner strength points.
>> Present a correct offering:
> Prince received 500 inner strength points.
> The offering will disappear.
> Often, a worthier treasure appears in place of the offering.

The Royal Astrologer also gave the Prince curious lessons to study. The Son
of Pharaoh puzzles over the Seer's strange words. He is certain they contain
veiled clues as to which offering he should make at the many sacred monuments
and temples he encounters. The Son of Egypt consults the cryptic messages as
he reaches each sacred place. These wondrous monuments and temples fill the
Prince with awe. Of them the Astrologer has written:

Pyramids: "Rare gifts awaits he who unlocks the age-old mystery of the

Phoenix: "The fire bird, newly risen from its ancient ashes, can provide you
with a key to the riddle you seek to solve. You will know what gift to offer
if you unroll and read the writing on your heart."

Temple of Isis: "Gentle Isis, goddess of all that is good. her Temple in the
desert is as a precious jewel in Egypt's crown. Offer her a gift worthy of an

Temple of Anubis: "Temple like a tomb, vaulted home of Death. You will have
found its key in the circle that does not end, the sign of life's eternal

Sphinx: "Inscrutable marvel! Find the offering it seeks and you will have
solved its riddle. A bird can fly over, a scarab crawl past or a lion stalk
by--Son of Egypt, turn to these! It is written as on stone."

Once the Prince passes these grand obstacles, he strives to reach the Temple
of Ra, revered by all Egypt as the source of light and life.

Temple of Ra: Upon reaching the Temple of Ra, Son of Pharaoh offers all of
his treasures. Ra sometimes accepts willingly. he rewards the Prince with
great stores of inner strength. Often, though, Ra insists on an offering
before consenting to accept the Prince's treasures. his quest remains
unfinished. All Egypt remains accursed. The Prince loses inner strength
points should he offer the wrong object. The Prince examines all his
possessions for the correct offering. He searches tirelessly in pursuit of
this simple object. What is it? Where can it lie hidden? Son of Pharaoh
thirsts for the answer to this quandary. Pharaoh's Astrologer has written:

"Ra has all. What need has Ra of wealth? Offer instead that which
stands yet cannot stand; that which journeys far yet has no legs; that
companion you rely and lean upon, yet never think to call friend."

>> Prince makes incorrect offering: he loses 20 inner strength points.
> Prince makes correct offering to the Temple of Ra: earns 500 inner
strength points.
> For each treasure presents to the Temple of Ra: Prince earns 700 inner
strength points.


The game ends when the Prince either:
>> reaches the Temple of Ra, makes the correct offering (if necessary) and his
treasures are accepted


>> Pharaoh's Prince dies of wounds received on his journey.


Game 1: Son of Egypt tries to get through Pharaoh's kingdom.
> as quickly as he can
> holding as much treasure he can find.
Ra accepts the Prince's treasures without asking for an offering. Son of
Egypt begins he long trek holding a shield.

Game 2: The journey grows more difficult.
> The Sphinx won't let the Prince pass.
> The Prince must make the correct offering, worth 500 inner strength
> The Temple of Ra requires an offering.
> With the offering, no treasures will be accepted.
The Heir to Egypt's throne starts his journey holding a shield.

Game 3: The supreme challenge.
The Son of Pharaoh must make 2 offerings at each of these sacred places.
> Phoenix
> Temple of Isis
> Temple of Anubis
Of these offerings, this must is known:
> a certain treasure or object will satisfy the gods and earn the prince
500 inner strength points. (See Astrologer's clues.)
> a certain object will lift the spell blocking the Prince's passage at
each of the three sacred places. The Astrologer has provided the Prince
with this clue:

"The first is rooted in relief; The next you'll find well-found; The last of
three is a cloak you wield when enemies abound."

For making the correct selection, the Prince receives 500 inner strength
points at each sacred place. The Son of Egypt must also make a single correct
offering at:

>> Sphinx
500 inner strength points. Lifts spell blocking his passage.

>> Temple of Ra
500 inner strength points. Offer satisfies Ra. Ra accepts treasures.

Pharaoh's Prince embarks on this quest carrying a spade.


>> Keep track of which treasures are appropriate offerings at each of the
sacred monuments and temples.
>> When the Prince reaches a sacred monument or temple, he will want to make
sure he defeats any thieves in the area before making an offering. If thieves
disturb the ceremony, the Prince's offering may not be accepted, even if it is
>> Study the Astrologer's messages. They can lead the Prince to making
correct offerings and locating the special item necessary to the Temple of Ra.
>> When backtracking across the valley of the Kings, the Prince may want to
keep to the extreme left or right. The Prince will then be surprised less
often by thieves, scorpions and the vile god Anubis.
>> The Prince will want to become familiar with his entire kingdom. he will
want to visit every area and explore even the most mundane locale.
>> Though unnecessary in Game 1, the Prince may still wish to make offerings
at all sacred monument and temples. He will receive inner strength points as
a result of the consideration he has shown.

The Royal Astrologers clues, as they have been revealed here, tell the Prince
all he needs to know--if he is clever and patient. Even so, shortly after the
Son of Pharaoh embarked on his quest, the Astrologer when into a deep trance.
he began to mumble. An otherwise witless scribe took notes. These priceless
notes contain all the answers necessary to the Prince: which offerings to
make at what temples--even where to seek the object that satisfies the Temple
of Ra. If you despair of divining these answers yourself, or simply wish to
possess so rare a treasure, write to: Son of Thoth
981 University Ave.
Los Gatos, CA 95030


Imagic warrants to the original consumer purchaser of this Imagic video
game cartridge that it will be free from defects in materials and workmanship
for TWO YEARS from the date of purchase. If this cartridge is discovered to
be defective within the warranty period, Imagic, at is option, will either
repair or replace this cartridge free of charge, upon receipt of the
cartridge, postage prepaid, with proof of date of purchase, at the following

Customer Services
1875 Dobbin Drive
San Jose, CA 95133

This warranty is limited to electronic and mechanical parts contained
within the cartridge. It is not applicable to normal wear and tear and is not
applicable and shall be void if the defect has arisen through, or the
cartridge shows signs of, misuse, excessive wear, modifications, or tampering.
Some states do not allow limitations on how long an implied warranty
lasts or the exclusion or limitation of incidental or consequential damages,
so the limitations or exclusions set forth above may not apply to you. This
warranty gives you specific legal rights, and you may also have other rights
which vary from state to state.

Designed by Bob Smith

Customer Services
Kathleen Boothe
P.O. Box 2055
Saratoga, CA 95070

(C) 1982 IMAGIC Printed in USA
All Rights Reserved 700606-1 Rev. A

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