My friends - this is a "Bare-Bones" walkthrough. The reason is, NiBiRu does not
allow the Alt-Tab switch, but maintains its graphics always on top.
Therefore, you will need to print this document. Thus, I am keeping it as short as possible.
You may see an occasional difference in the names of inventory items;
I played the German language version because the English version hadn't been released.
Thus the translation in the WT is mine; the translation in the game is someone else's.
If you only want the solution to the Slider Puzzle near the end - click here:
Slider Puzzle Solution
Martin receives a phone call from his Uncle.
He is requested to visit as soon as possible.
The Uncle informs Martin of "Project NiBiRu" and insists it is not a myth.
He tells Martin a meeting with Barbora Kanska has been arranged in Prague.
Martin travels to Prague, but Barbora is not there as expected.

Talk with the Artist. He wants Martin to wait until he finishes his work.
Examine the Statue, and the Base of the Statue.
Look at the beautiful Moldau river, shimmering in the moonlight.
Talk to the Artist again, this time about Barbora.
He informs Martin that she was waiting near the statue earlier, but a
strange man came and she left with him.
Talk to the artist some more. Then buy the picture from him.
Examine (R-click) the picture in inventory.
Examine the base of the statue, and take the slip of paper from under the plaque.
Examine the note in inventory. It's from Barbora. She apologises for not being able 
to wait longer, and says the Professor can tell him where she is.

Right click on the cell phone and talk with the Professor until he gives Barbora's address.

Look at the doorbells, and click on "B. Kanska" - third from the bottom on the left.
No-one answers. Try the other doors. "Have you any idea how late it is?"
"There is no room 31." . .  "Sorry" . . etc. Finally someone lets you enter.
You cannot go upstairs until you learn where she lives.
Right-click on the mailboxes. Aha - apt. 17 - fifth floor. Take the lift.
Go to the door. Ring the bell. Strange - the lights go out, but no-one answers.
Try knocking. Nothing. Knock again until a neighbor yells to be quiet.

Try the stairs to the attic. Nothing doing.
Return to the lobby. Look at the bulletin-board near the entrance.
It says you will find the attic key on the highest floor, near the fire extingusher.
Return to the fifth floor, and examine the sign next to the fire extinguisher.
Climb the stairs to the attic. Turn on the lights. 
Just below the light switch, take the dirty rag.
Take the rope, hanging on a nail.
There is a tall wardrobe standing in front of the window.
Pull out the bricks that are supporting the wardrobe. It collapses.
(I wonder why the people downstairs aren't whining about the noise.)
Look under the floorboards. Ouch! a nail. Look more carefully and take the marble.
Use the rag to break the glass in the window. 
Use the rag again to clean out the pointy shards.
Tie the rope to the beam and climb down to Barbora's apartment.

Whack! Someone knocks out Martin, who wakes up after sunrise with a roaring headache.
The place has been ransacked. What were they looking for?
Examine everything. Look under the round table, and find the handbag.
Open it, and take the ID card.
Look at the computer. Someone else was trying to search it. Did they get in?
Go through the glass door. Oh no; she's dead.
What could she have known, that's so important?
Look at the washbasin. The murder must have washed his hands there.
Look at the cat (its at the foot of the bathtub.) Right-click.
On the collar, it says "Felix." That must be the password.

Enter "FELIX" into the computer.
Automatic scene: Martin finds the information he wants in the computer.
He talks to his uncle on the phone, leaves the apartment,
arrives at the Archive where Barbora worked, and talks to his uncle again.
From now on, he's on his own. Good luck!

Go up to the building, and enter the door. Talk to the guard.
He won't let you in without the correct documentation.
Try talking to the old man outside. He is feeding the birds, and ignores you.
Leave the Archive area and go to the Bureau. Try the door. It is locked.
Try talking to the guy sleeping on the bench. Nothing.
Exit to the left, to the Kiosk. Walk to the underpass.
The little brat upstairs throws down a lighted firecracker.
Talk to her, and bargain for the firecracker. Show her the marble.
Talk to the lady in the kiosk and buy some matches.
Return to the Bureau area.

Exit to the archives by going down the stairs at the right.
Use the firecracker on the old man, to scare away the birds.
Now his hearing seems to be much improved. He knows the ropes, and can help.
He used to be the guard here, and is the current guard's uncle.
All he wants is a bottle of good red wine, "not that crap that comes in a box."
Return to the bureau. Go to the kiosk, and buy a box of cheap wine.
Talk to the guitar player. He's not very accommodating.
Buy him a pack of cigarettes. now he owes you a favor.
What? All you want is an empty wine bottle from a beggar? Weird.
Take the bottle. Fill it with wine from the box. Ahh. good vintage!
Return to the Archive and give the wine to the old man.

He is pleased with the wine, and gives you his old ID card.
Talk to the guard inside. He is running out of patience.
Show him the ID card. He grudgingly agrees to let you in, 
but don't expect him to admit to it if anything goes wrong.

Upstairs, use Barbora's ID badge to unlock her office door.
Look at her desk. Examine Felix's picture (R-click) and
move it to find the Pencil-Sharpener.
Examine the notepad. L- and R-click. An imprint is visible.
Take a Pencil. Sharpen it. Rub it on the notepad.
Take the page and read it. D3 - 47 22.
Look at the upper-left. She has a copy of Black Mirror sitting there.
Maybe that's what she plays when she's bored with work.
(The developers of Black Mirror also wrote NiBiRu.)
Examine the drawer. It's locked. Back away from the desk.
Look at the houseplant. It needs water, but never mind that.
Examine it further, and find the key inderneath the pot.

Return to the desk, and unlock the drawer. Take the rubber stamp.
Exit the desk, and look at the Computer. It wants a password.
Did you notice the cat's picture? It was upside-down in the frame.
Try her name backwards. xilef is the answer. 
Martin reads her mail and prints out a copy.
Check the coat pockets just in case. Nothing; they are empty.
Go to the hallway. Use her ID badge on the document machine.
Immediately, use the note-paper with the code on the machine.
Take the NiBiRu Document from 1943. Examine it.
It's stamped "Streng Geheim." (Top Secret.)

Exit the building and return to the Bureau. Now its open.
Talk to the secretary. She can't come up with the desired information
until tomorrow morning at the earliest, maybe even the next day.
Martin must find some way into the office.
Try entering the office, and she says the chief is busy and 
doesn't want to be disturbed.
Talk to her again, asking for a visitor-pass, and show her the document.
She still can't help until the next day.

The best way will be to get the secretary to go ouside.
Exit the building and talk with the guitar-playing beggar.
Ask him what kind of car the secretary drives to work.
Ah, a silver Mercedes, which is parked there on the street.
Examine the car, reading the license plate number.
Use the Visitor-Pass on the cell-phone.
She is convinced to move her car, and Martin can visit the Director.
He gets the permit to visit the Tunnel-complex.

He is allowed to enter, with gets strict instructions not to enter the tunnels.
Talk to the Major. Again the tunnels are forbidden, and the  map is not for his eyes.
Walk into the complex. If you notice some mushrooms but can't pick them,
remember where they are, You will need them later.
Stasek is sitting on the step of the camper. Talk to him.
(He is the man in the picture you got from the artist.)
He doesn't appear to be telling the whole truth, does he?
Knock on the door to the Hut in the rear, and return to talk with Stasek.

Now you have several subjects to talk about - the Major, the Hut, 
the camper, and the mines. (if the Hut contains nothing, why is he so nervous?)
Go further on into the woods. Talk to the soldier guading the tunnel.
After the conversation, talk to him once more.
Go to the Camper, and talk with Stasek about the mine.
Go to the Major's area, and talk with the Corporal.
Go to the mine and show your permit to the guard.
Finally talk with Stasek about the mine again.

It is night. 
Go to the entrance and (automatically) talk with the Corporal.
Ask him why he isn't allowed to sit down.
Go to the tunnel entrance. You can't proceed because the guard might see.
Go to the Corporal again and ask him about the lighting and the generator hut.

Enter the camper-wagon. Take the can opener from the table.
Also take the two cans of beans from the sideboard.
Examine the coat. There is something in the pocket. A paper with code.
Go to the front again and talk with the Corporal. He is hungry.

Go to the stream and pick the mushrooms.
Enter the camper and light the stove with the matches.
Use the can opener to open a can of beans.
Add the mushrooms to the beans. Heat the beans on the stove.
Take the warm meal to the Corporal.
Go to the camper, then return to the Corporal.
He has a slight intestinal problem and will return soon.
This is your chance to look in the Major's tent. He is sound asleep.
Take the keys from his uniform pocket, and take the handheld radio from the shelf.

Go to the Generator Hut and use the keys to enter.
Take a coil of rope.
Take the hammer from the workbench.
Take the toolkit. Examine it to access the contents.
You have Oil, a screwdriver, some wire, a flashlight and a monkey-wrench.
Use the screwdriver to open the flap on the generator.
You hear a cellphone ringing. It's coming from the locker.
Use the hammer to smash the padlock.
Open the locker. Look in the locker. Oh my god - Stasek has been murdered.
Left- and right-click on him. His ID card says Petr Stasek.
Is it really him? He looks a little different.
Turn off the Generator. Turn it off again.
(Automatic scene) Martin hides under the camper 
{oops progammers, if the generator is not running, the lights should be off here!}
Martin makes it to the Tunnel just in time.

There are two ways to go; left and straight. For now, go straight.
Examine the metal clip stuck in the wooden beam; then take it.
From this node there are three exits. Take the leftmost one.
You see a crate hanging from a chain, over a trapdoor.
To the right, examine the Opening. Then look at the pile of earth.
Then use the metal clip to dig. Take the wheel and use it on the opening.
Turn the wheel, lowering the crate. Take the Hook, freeing the crate from the chain.
Return to the corridor, and go to the rightmost exit.
Examine the water. Look at it again. Now look at it with the flashlight.
You discover an oil can floating, but can't reach it.
Combine the rope and hook. Use it to reach the oil can.

Return to the corridor and then return to the first node.
Examine the top of the barrel, and use the wrench to take the metal pole.
Go to the left exit, examine the landslide at the end, (twice) then
dig it out with the metal pole.
It's dark; use the flashlight. Yikes! Another corpse, this one has been here a while.
Take the medal pinned to his chest.
Left- and Right-click on the pocket to get the keys.
Return to the main corridor. Now it's time to take the center way.

Look at the mechanism on the door. The wheels seem stuck.
Open the little flap in the center, and use the Medal there.
In the German version: 
The wheels are all pointing down; they all need to point to the right.
In the English Version:
The wheels must be configured to resemble the Swastika over the door.
The one on the right should point down, bottom should point left, 
left should point up, top should point right. 
Basically they should all point clockwise. (Thanks, plswdth, for the info.)
One really is stuck; it needs oiling.
Try the little oil can. It's empty. Combine it with the large oil can.
Now you can oil the wheel and turn it.

It is dark. Martin discovers an old lamp. Examine it twice.
Now you can use the matches to light the lamp.
Examine the large generator twice. Turn the left wheel
Examine the right wheel twice. It's stuck. Use the wrench to turn it.
No luck. It's too rusty. Oil it. Try it again. Use the wrench again.
Finally you can turn it, and start the generator. The switch is just above it.

Go down the hall. Read the sign - right to the Archives, left to the warehouse.
Actually there are three ways. The center one leads to a massive door,
with some kind of puzzle next to it.
To enter the archives, use the keys found on the soldier's body.
Oops - the key broke off in the lock. What now?
Let's try the warehouse. Whew! that key worked without breaking.
Examine the machine and the tank on the left side of the room.
Look at the crates on the right. Use the metal clip to open one. 
Take some Dymamite. Enter the cage, and take a can of Kerosene.
In the far end of the room, take a flask. On the floor, find the battery.
Tip it over. and use the flask to take some battery acid.

Return to the archive door, and use the acid to destroy the lock.
Enter the Archive and examine the drawers. 
On the left side, use the paper with code on the bank of drawers to open the correct one.
You find a small metal box in the drawer.
Go further into the archive area, into the Transmitter Room.

Go left to the corner, and look at the table.
Take the ruler and the small wooden box.
You can inspect the documents and the transmitter.
To the left of the transmitter in the little shelves, find the magnifying glass.
On the right side of the room, there is a lamp that is not lit.
Examine it to learn that the bulb is burned out.
Replace the bulb with the good one in your inventory.
Look at the curved groove in the floor. Something heavy must have done that.
Inspect the cabinet. Right and left click, so that Martin pushes it aside.
Look at the small opening in the newly revealed wall.
Enlarge the opening with the metal clip.
Place the dynamite in the crack. Try to light it. The fuse is too short.

Exit through the archive, straight across to the storeroom.
Take another stick of Dynamite. 
Right-click on the dynamite in inventory, to take the fuse.
Return to the transmitter room and add the fuse to the Dynamite.
Now it's long enough to be safe to light.
The Dynamite explodes, but the wall is resistant, and needs more help.
Return to the main corridor, and find the rat hole along the right side.
Combine the little wooden box with the ruler to fabricate a trap.
Open the can of beans. Put the beans into the trap.
Place the trap at the rat hole.
Depart the area and return. A rat is caught in the trap.

Go to the storeroom and take another stick of Dynamite.
Open the trap to get the rat.
Fasten the Dynamite to the rat. 
Return to the transmiter room and place the rat into the opening.
The door to the Secret Room opens. 
Is this where Der Führer slept and made his plans?
Examine the various objects. Look on the table, just in front of the stack of books.
Take the Flatiron. Take the Diary. Read it (takes a while.)
Look at the bookshelves. Look at the Gramophone.
It plays Beethoven's Moonlight Sonata.
Exit into the main corridor again, this time going ahead into the center area.
You see a massive door, and a mechanism on the left wall.

Look at the mechanism. It's a triangular shaped puzzle.
Look in your inventory, and open the little box that you found in the Archive.
It's a collection of magnetic shapes. They must be arranged to fit into the puzzle.
One of several solutions is here:

 

The massive door opens, and you are able to ride the lift down the lab.
You hear the Major talking over the handheld radio. You have been discovered.
Examine the machine in the center.
Look down into the gutter. Something shines down there.
Look on the table at the left, and take the magnet.
Combine the magnet and the spool of cord to make a fishing device.
Use it to retrieve the small key from the gutter.
Look again at the table.
Look at the burner. Add some Kerosene to the burner. Glug-glug-glug.
Light the burner. Heat the Iron on the burner.

Use the magnifying glass on the Diary. There is something weird on the last page.
Open the book and examine the strange spot on the inside back cover.
Use the heated iron to reveal a code - 47922.
Examine the big machine next to the door.
Martin has no idea what it's for. (Neither do I!)

Return to the Secret Room where you found the Diary. 
Look at the round area on the wall behing the desk. Use the single key to open it.
Look at the safe. Use the combination from the diary to open the safe.
Take the statue and exit the Secret Room. Oh no!
Stasek appears and wants to take everything. Hey I thought he was dead - what gives?
Martin throws the statue onto the trap door area.
When Stasek goes for it, pull the lever. Good thing his reaction time is slow!

The Hotel in Paris

Enter the Hotel. Speak to the guest sitting there.
Among other things, he informs you that one of his troupe, Daniel Dobrovsky,
is otherwise occupied and will not be using his room.
Ring the bell and ask the concierge for a room. Sorry, full up.
Look at the ashtray and take the matchbook.
Examine it in inventory to learn the Hotel's telephone number. Exit the Hotel.
Use the public telephone to impersonate Daniel and cancel his reservation.
Enter the Hotel again. This is your lucky night. A room just got freed up.

Go upstairs and enter your room. Some time passes.
Return downstairs to Reception. Use the telephone to call Uncle.
He wants Martin to come to the Villa right away. He has more to tell.
Exit the Hotel and go to the Docks. Ask the Fisherman for a ride in his boat.
He will, if Martin agrees to help with the crates.
You have the choice "Yes" or "No." Whichever one you choose,
Martin will have to help with the work, and pay the man too.
He takes you to the villa, and will wait.

A conversation with Uncle reveals the truth behind the three statues.
Leave the villa and return to the Docks. Someone calls from the warehouse.
More surprising revelations in the conversation; Martin is in trouble.
Find the knife on the floor, just in front of Martin. 
Use it to reach the red button. Then pick the lock on the handcuffs with the stickpin.
Return to Professor de Wilde. Oh no! He is dead. Talk to the Police.

Open the envelope and examine the letter it contains.
Show the letter to the Commissioner. Now you can enter the house.
Find the small Pyramid on the desk. Examine it. There is a small keyhole.
Go to the bookcases at the other end of the room. Turn over the Hourglass.
Move the Bust that is on the mantel. A safe is revealed.
We weren't supposed to touch anything, but you know how it goes.
Look upclose at the poster above the mantel.
Also look closely at the telephone.
Now look at the Safe. You have the clue.
The numberpad on the safe looks like a telephone.
Enter the word from the poster on the numbers as if it were a phone dial.
T-I-K-A-L would be found on the numbers 8-4-5-2-5 followed by the enter key.
The safe opens and - Ach! It's gone.

Look at the Hourglass again. Something shines in there. Take the Hourglass.
Use the knife to break the glass, and get the key.
Use the key to open the Pyramid. You find an old Mayan map.
Before you leave, look at the telephone again and play back the messages.
Exit the villa, talking with the Commissioner one last time.

Back to the Hotel. Enter the front of the Hotel. Yikes! It's him.
Back outside. Perhaps there is another way in. Try around the side.
You speak with the old lady.
Try to reach the Fire Escape. It's too high.
Try to take her walking stick. Talk to her and ask about the stick.
You have to butter-up the Old Bag. She has rather high opinions of herself.
She want a Hotdog. Go to the front, and to the Snack-Shop.
Ask for a Hotdog. Examine it if you like. The Mustard smells rather sharp.
Give it to her. Yech! She doesn't like the golden slime. 
She wants one with ketchup only. (I'll take that one - I like hot mustard.)
Buy another Hotdog. Plain. Unfortunately, the vendor has no ketchup. 
In fact, he is downright insulted that you would foul his best Wurst with Ketchup.
Enter the Hotel. Isn't that convenient? Some Ketchup is right there on the counter.
Put some Ketchup on the Hotdog, and give it to the Grande Dame d'Allé.
When she's done talking, you can take the cane. Use it to pull down the ladder.

You have entered the Hotel on the top floor. Take the stairs down one flight.
Examine the door at the far end of the hall.
Talk to the workman about the door. You will need to distract him.
Go into your room, and take the Vase from the table.
If you examine it, it is full of water.
Look at the electric cord near the bed. Pull the plug out.
Pour the water into the outlet. Zap. Your lights go out, and the fan stops.
Go into the hallway, and inform the workman of the problem.
He goes into your room to investigate the power outage.

He left his keys on the ladder. Take them and open the locked door.
Take one of the broomsticks. Find a rag on the floor, under the window.
Combine the rag with the broom. Find a bottle of cleaning fluid on the cabinet.
Combine the fluid with the broom/rag. Set them on fire with the match.
Hold the smoldering broom near the smoke alarm. The Hotel is evacuated.
Go to Reception and take the key to room 32.
Climb two flights of stairs and enter room 32.
Right click on the bed to look under it. You find a suitcase.
The lock is easy to open, provided you can hear the tumblers. 
There is an audible click when each tumbler is correct.
If you have a hearing problem, the combination is 3-7-1.

Martin flies to Mexico City and travels to his final destination by bus.
Check the front door of George's. You find a note that says George is in Rosie's Pub.
Go around the corner and talk with the Bouncer.
It's Poker Night and only Rosie's special friends are allowed in.
Bribing him doesn't help, but if you can persuade his girlfriend to come, maybe.
Watch out for her mother, however.

Go back to the main street, and try the front door of the yellow house.
Phew! She gives you an earful.
Go behind the house again and speak to her drunken husband. (Stay upwind, LOL)
He won't wake up. Go to the fountain, and find the bowl. Fill it with water.
Toss the water on the drunk. That did the trick.
Unfortunately, he spent all his money, and has no use for the old dragon.

Well, at least Martin has some pesos of his own. Go see the mother again.
She thinks the old man got lucky at Poker, and allows Isabella to leave.
Is that enough to satisfy the "doorman?" Not quite. 
It seems he forgot to mention that to get in, you need a marker (poker chip.)
Get one by asking the old drunk. show it to Jose, and you are welcome.

Look at the table. Talk to the bartender. "Isn't my Tequila good enough for you?"
"Beer, hmph. A real man drinks Tequila . . ."
After asking him about George, you will be able to speak to George.
You finally get the royal treatment, more or less. Sleep well.

The next morning, ask George about the Jaguar Temple to add the site to your map.
Ask him also about the Temple of the Red Dawn to put it on the map.
Exit George's store, and talk with the lady in blue. Buy a stone statue.
Go inside and talk to George again, asking to borrow the Jeep.
Exit, use the Jeep, and end up at the Temple of Dawn.

Speak to the Tourist. "You can call me Archie." He wants you to take a picture inside.
Straight ahead are the "Ruins" - to the left is the Temple. Go first into the Ruins.
Examine the large hole in the floor. It's deep and there is water at the bottom.
Look at the stone disc and the two openings flanking it.
You can try the statues, but they don't fit.

Exit, and go to the Temple. Enter, and soon befriend Paul, the archeologist.
You help him interpret the old writings. He is very grateful.
So grateful that he allows you to take a picture, as long as you don't tell anyone.
After taking the picture, look at carvings on the stone base.
Also look at the relief on the floor.
Return to the tourist and he gives you a stone cylinder in exchange for the picture.

Go past the Ruins to the Dig-Site. Talk to both Archeologists.
Pierre is the guy on the steps, Pedro is the one in the hole.
Take the small box with fragments from the table.

Return to the Temple. Important: Give the small box to Paul. Exit to the outside.
There are two statues guarding the entrance.
Look at the right-hand one. Its nose is missing. 
Use the cylinder Archie gave you in the opening.
Go to the left statue and remove its nose. 
Replace it with the statue you bought in the market.
Go to the right statue and remove its nose. Now you have two matching cylinders.
They are smaller than the original statue.
Go to the Ruins.

Put a cylinder into an opening. It fits, but nothing happens. Hmm.
Put the second cylinder into the other hole. Nothing yet.
Press the stone circle. Aha! The Altar of the Sun rises out of the floor.
   
How here's one nasty puzzle. Save your game before touching it. 
First of all, take careful note of the four gems at the quadrants.
You see red at the top, green at the right, white at the bottom, and gold at the left.
Your job is to sort the beads so that all the red ones are at the top, etc.
Work from the inside out. 
That means put red, green, white and gold beads on the inner circle.
Then put the same colors on the next ring. It's not as easy as it sounds.

If you ever knew how to solve a Rubik's cube, it will help.
You need to think of the empty spot, and use it to gather the color you want -
and then move it into place, creating a new empty spot.
Here's how you want it to look:

Go to the new opening in the wall and collect the strange Prism.
You can go to the Temple, and try the Prism in the stone base.
It fits perfectly, but nothing happens. 
Go to the Dig site and talk to Pedro.
He confirms your appointment with him later that evening.
Caution - do not solve the beads puzzle until you have talked with the
diggers the first time and given the box to Paul. It would create a dead end.

After talking to Pedro, you travel to the village and visit Rosie's Pub.
Talk to the Old Man. You learn yet more about your mission.
Exit the Pub and take the Jeep to the jungle.
You talk to the ancient Indian man, who says you are the true Messenger.
The Prophesies are never wrong. According to him, anyway.
Return to the village. Go to George's and get some equipment.
Time passes; take the satchel filled with equipment.
Use the Jeep, returning to the archeological site.
Pedro opens the floor, but doesn't know what to do.

Examine the opening above the Pyramid.
Three rays of light shine on the stones.
Pedro will stand on the first stone.
Look on the floor, between the two entrances. There is a stone.
Pick up the stone and place it on one of the two remaining symbols.
Stand yourself on the third symbol, to open the chamber.

Open the equipment bag you have in inventory.
Examine the statue. Tie the rope to the statue. Enter the dark opening.
Light the lantern, and examine the plaque on the wall.
It's a sliding-piece puzzle. 

Here's how you want it to look just before the final move:

Slide the gold piece into the Dragon's mouth, and the staircase unfolds.
Go down the stairs, and locate the Stone Torch in the dark. Use the lighter.
Looking around, you see a water-symbol above a primitive door.
How to open it?
To the left, a relief ot the water-god, above a large stone basin.
To the left of that, a lever that is too strong and too short.
Stick the hammer handle in the lever. Now you can pull it, but nothing happens.
Go up the steps and talk to Pedro. You want water. Not for thirst, much more water.
Pedro does not want to schlepp the water. You say "No water - no gold."
Okay, but next time lug it yourself. Pedro doesn't quite get it, does he?.

Take the water and pour it into the large stone basin. So far, so good.
Pull the lever. Oh no! it all leaks out the hole near the floor.
Examine the hole. Ask Pedro for more water, "I'm not a pack-mule." and some gypsum.

Return to the basin. Open the gypsum bucket. Add some water to it.
Use the wet gypsum on the hole in the wall. We're getting somewhere.
Now fill the basin with water and pull the lever. Not enough water, I guess.
Well, Pedro doesn't have much choice, does he? Ask him one last time for water.
Pedro grumbles, but fetches the last pail of water. "save your thanks for later."
Put the water in the basin. Pull the lever. Aha! The mechanism worked.
The water-symbol lights up, and the door slides open.

A Mayan Math puzzle. Need a refresher? Look at the map in inventory.
Turn it over, by clicking on the top right corner.
You see the numbers one through twenty, along with three stacked squares.
The bottom square is in units, the middle one is in twenties, 
and the top one is in four-hundreds.
You must enter the number 2004 in the center console. 
To do that, put a "5" in the top box (that equals 2000)
and a "4" in the bottom box.
Only then can you safely take the statue. Also take the Artifacts.
Ask Pedro to lower the rope.
You return to the old Indian. 
He locates the forgotten Temple on your map.
"Go and fulfil my people's prophesy.
Climb intpo the Temple. Ach! A sliding puzzle.

Save your game before touching the puzzle!

Click on positions 2 and 5 to reveal the center. Place the Amulet there.
This activates the puzzle. Unlike other sliders, where the pieces create a unified image,
they must be slid into position atop their matching pictures.
(You could actually solve the puzzle without using the amulet,
provided you had a way of knowing what goes where.
What the amulet does for you is display the underneath pictures.

Here is a Before picture. If your "before" picture matches this one, 
then you can use the following solution. 

 

Click on the following positions:

2,5 (you did this already, uncovering the center to place the amulet)
6,3,2,1
4,7,8,5
2,1,4,7
8,5,6,9
8,7,4,5

The door opens. Place the three statues on their respective pedestals
in order to see the end-game sequence.