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Adventure · Social studies · Ancient Egypt

El secret del faraó

The Pharaoh's Secret

A sandstorm opens over the Nile and a reed boat reaches the shore: Meret, apprentice to the royal architect, needs a team of explorers. Six cooperative missions to recover the torn papyrus with the secret of the great pyramid.

Clay-animation scene: a sandstorm over the Nile, Meret arriving on a reed boat and a group of young explorers on the shore, with a pyramid under construction in the backgroundIllustrative image
Age
9–12 years
Players
4–10 per group
Length
25–30 min · short version about 15 min
Space
Play area of 6 × 6 m or larger
Languages
Meret's voice in Catalan and Spanish · on-screen text also in English
Headsets
PICO 4 Ultra Enterprise

The story

The gym goes dark, a clay sandstorm swirls around the players and, when it clears, they are standing on the bank of the Nile at golden hour, 3,300 years ago. A reed boat reaches the shore. On board is Meret, apprentice to the pharaoh's architect.

Meret has a huge problem: the papyrus with the secret of the great pyramid has been torn into five pieces. The explorers will find them by helping the people of Egypt, one mission at a time. Between missions, the sandstorm carries the group to the next place.

At the end, the five pieces come together, the roof of the pharaoh's chamber opens onto a starry sky and the boat of the sun god Ra sails past. The pharaoh reveals the secret: it is not magic, it is a whole people working together.

What is new in this version

This page describes the current version of the adventure (MICRO·MACRO 1.36–1.37, November 2026), with Meret as the guide and six missions. Earlier descriptions of a four-challenge version with a scribe as guide no longer apply.

Clay-animation look

The whole world is built like a warm plasticine diorama: rounded shapes, golden afternoon light, palm trees, a turquoise Nile and colorful hieroglyphs in relief. Everything interactive sits inside a 6 × 6 m area; the river, the pyramid and the village stay outside it, so nobody walks into anything that is not really there.

Six missions

Each mission has a different cooperative mechanic. Missions 1 to 5 each hide a piece of the papyrus; in mission 6 the five pieces come together.

  1. The gift of the Nile

    It is Akhet, the flood season. Two players lift the sluice gate together, one on each handle, and the Nile floods the fields. The water leaves fertile black mud, which is why Egyptians called their land Kemet, the black land. Then comes Peret, the sowing, and Shemu, the harvest: the sheaves go to the granary, where a scribe counts them.

  2. The scribes' school

    In the House of Life, hieroglyphs turn out to be pictures that make sounds. With stamps for the sounds M, R, T, N, F, P, H and S, the team writes names inside cartouches, without vowels, just like the scribes did. When they finish, the painted birds on the mural fly away.

  3. The stone sledge

    At the quarry, a block as heavy as two elephants sits on a wooden sledge. Some players pull the ropes while others fill jars at the trough and pour water on the sand in front of the sledge. On dry sand it gets stuck; on wet sand it slides.

  4. The pyramid

    The team builds a model like the architects did: a perfectly square base of three by three blocks, each carried by two people, then a two-by-two layer and a golden pyramidion on top. Nine plus four plus one: fourteen blocks. As the tip goes on, a ray of sun finishes the great pyramid in the background.

  5. The builders' bread

    In the builders' village, four teams of workers wait for their pay in bread. Each basket shows how many loaves that team needs: not one more, not one less. Meret explains that the pyramid builders were paid workers, with doctors and days off.

  6. The pharaoh's chamber

    Inside the pyramid, each canopic jar goes into the niche of its god (Imsety, Hapy, Duamutef and Qebehsenuef). Then the scales of Maat: the team removes the dark stones from the heart's pan and adds flowers of good deeds until the heart weighs as much as a feather. The roof opens onto the stars, Ra's boat passes and the papyrus is complete.

Short version (about 15 minutes): missions 1, 3 and 6. Number of mounds, words, ropes and loaves adapts to the number of players.

What students learn

  • Why the Nile was the center of life in Egypt: the yearly flood, the three seasons (Akhet, Peret, Shemu) and the black land, Kemet.
  • What writing was for, and that hieroglyphs also represent sounds.
  • How huge blocks were moved: sledges and wet sand, as shown in an Egyptian painting almost four thousand years old.
  • Basic geometry of a pyramid: a square base and layers that get smaller.
  • Egyptian society: the builders were paid workers.
  • Beliefs: life after death, mummification, canopic jars and Maat.
  • Cooperation: several tasks can only be done by two people at once, and the team has to share out jobs and talk.

Curriculum fit

The adventure was designed for ages 9 to 12 within social studies, in the block on the first civilizations and ancient Egypt, as covered in upper primary in Catalonia and Spain. It also touches on geometry (square base, layers, counting blocks) and on cooperative work.

The story is fiction; the historical content follows general reference sources. We do not assign official curriculum codes on this page: if your school needs to map the session to your programming, we will help you do it with your own documents.

What a session looks like

  1. ~5 min

    Room calibration

    The facilitator marks the corners of the play area and the map reaches all headsets at once.

  2. ~2 min

    The sandstorm

    The gym fades, the storm clears and the Nile appears. Meret arrives on her boat and explains the problem.

  3. 25–30 min

    Six missions

    Meret guides the group and gives spoken hints when a team is stuck; the facilitator can also trigger a hint from the PC.

  4. ~5 min

    Wrap-up

    The papyrus is complete and the group becomes the Explorers of the Nile. A summary of the session appears on the PC.

Teacher's guide

Before

Locate Egypt and the Nile on a map, and ask the class what they think a pyramid was for. Agree on simple rules for the session: stay inside the play area, walk, and listen to Meret and to the facilitator.

During

You do not need to wear a headset. Watch how roles are shared out: who lifts the gate, who pours water, who checks the numbers on the baskets. Those observations are useful afterwards.

After

Ask each group to retell the six missions in order and explain what the pharaoh's secret was. Possible follow-ups: write your own names in hieroglyphs without vowels, calculate the blocks of a bigger pyramid model (4 × 4 + 3 × 3 + …), or debate why it matters that the builders were paid workers.

Frequently asked questions

What age is El secret del faraó for?

For students aged 9 to 12.

How many students can play at once?

From 4 to 10 per group, all in the same virtual world. Some tasks scale with the number of players.

How long does it last?

The full adventure takes about 25 to 30 minutes, plus calibration and wrap-up. There is a short version of about 15 minutes with missions 1, 3 and 6.

Which languages is it in?

Meret's voice is recorded in Catalan and Spanish; on-screen texts are available in Catalan, Spanish and English.

Do students need to know anything beforehand?

No. Meret explains each mission. Knowing where Egypt is helps, but the adventure works as an introduction to the topic too.

How much space do we need?

Everything interactive happens inside a 6 × 6 m area. A gym or a multipurpose hall is ideal.

Want to play El secret del faraó with your group?

We run demos for school leadership teams, education authorities, VR centers and distributors.

Request a demo