WALK to the massive door on the left. USE the ladder by the pedestal, and WALK to the crystal globe. Have the other girl USE the vinyl tape with the digital audio tape (DAT), allowing you to record over it. USE the DAT in the boom box, TURN ON the boom box, and set it to Record. SWITCH to the girl on the ladder and PICK UP the globe. There will be an annoying whine and the door will open. Send LESLIE with the flashlight into the chamber. You find yourself in a maze of coloured doors. You can map this maze if you like, but the quick and dirty way is to go through the purple door, then the blue door, then the purple. You should find yourself in a room with a machine. READ the gauges on the machine, then PUSH both switches. Once both gauges move into the green, you will be able to remove your helmets inside the whole Great Chamber. Exit the machine room and go through the blue door. From there, take the purple door, another purple door, and finally the door with the red edges on your far right. There you will find a room with a familiar map, a representation of the Sphinx, and more strange markings which you should copy down. To find your way to the exit, go out and take the yellow door, then the blue door, the red door on the far left, the red door on the far right, the red door on the far right, and the red doorway on the far left.