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- INFIDEL
-
- Here you are in your cot inside your tent. From somewhere outside, you hear a
- plane circling overhead. Suddenly you realize you've been abandoned by your
- workers. They've taken everything they thought worthwhile and left you with a
- padlocked trunk and your clothes! The nasty devils! Well, get up and go
- outside. If you want, you can wave at the plane to let the pilot know where
- you are. But it's not necessary. Go south to the Firepit and get the
- matchbook. You see a glitter of foil, but it's just the silver lining from a
- pack of Camel Cigarettes and not important. Go south once more to the Work
- Tent and enter it. Get the knapsack and go north and west. You're outside of
- the Supply Tent. May as well see what they've left behind. Go west into the
- tent and what luck! They left you an axe and a shovel. Get both of these and
- exit the tent. Better get some water soon!
-
- Go north and west to the river bank. Drop the knapsack and look inside it.
- There's a rope and (thank heavens!) a canteen. Get the canteen, open it and
- fill it with water from the river. Then get the sack and go east twice and
- north back into your tent. Let's get that stupid trunk open. Break the lock
- with the pick axe and get the lock. Drop the lock and open the trunk. You've
- found some beef jerky and a map! Get both of these and open the map. When you
- do so, a strange stone cube covered with hieroglyphics falls to the ground.
- Drop the map and get the cube. Time to go excavating again! Go south twice to
- the Firepit, then southeast and east twice. About now you may have gotten
- thirst or hunger warnings. Whenver you feel hungry, eat the beef. There's not
- much of it, but one feeding will keep you going for the rest of the game.
- Also, drink water whenever you're thirsty. You'll always have enough!
-
- This is where we want to start digging, so dig a hole with the shovel. Don't
- give up, just keep digging until you see a square opening. When you see it,
- drop the shovel (you won't need it any more) and put the cube in the square
- opening. The ground under your feet trembles and you jump back just in time!
- An opening is here allowing you to go down into an unseen pyramid! So go down
- and drop your sack. Get the rope from the sack and tie it to the altar. Now
- throw the rope north and get the jar and torch. Opening the jar reveals a
- small quantity of oil! Dip the torch in the jar then light your torch with one
- of your matches. Get the sack and climb down the rope.
-
- You've located a circular room with a strange statue standing in its center.
- Also lying here is a golden cluster! Drop your sack and put the cluster in it.
- Now, take a closer look at the statue. Hmmm, sort of reminds you of your old
- teacher, Miss Ellingsworth. Never did like her, did you? Well get even with
- the old bat by pushing the statue over. Oops, the head came off. Oh well, get
- the head and roll the statue with you to the northeast. As you enter the
- northeast hallway, a huge stone slab door starts lowering, blocking off any
- further movement in that direction. Drop the head and go back southwest twice.
- You notice with amazement that the passage remains open, seemingly
- counterbalanced by the head and statue you left in the opposite hallway! (Yup,
- that's right, you'll have to roll the statue and drop the head to balance each
- of the hallway doors.) Go southwest again and you find yourself in the Room of
- Isis. It's beautifully decorated with panels of red jaspar and clay. Laying
- on the ground under the statue of Isis is an emerald cluster! Get the cluster
- and go northeast twice. Put the emerald in your knapsack and go northeast
- again. Get the head and roll the statue southwest twice. Drop the head and go
- northeast three times.
-
- You're in the Room of Selkis. This room is decorated in read, blue and green
- tiles and panels of beaten gold. Sitting on the floor is a ruby cluster! Get
- the ruby and go southwest twice. Put the cluster in your knapsack and go
- southwest again. Get the head and roll the statue northeast and northwest.
- Drop the head and go southeast three times. You've entered the Room of Neith,
- decorated in lapis lazuli and obisidian with gold scrollwork and panelling.
- Lying on the floor is an opal cluster, glistening with fiery colors! Get the
- opal and go northwest twice. Put the opal in your knapsack and go northwest
- again. Get the head and roll the statue southeast twice, drop the head then go
- northwest three times. The final room! The Room of Nephthys is just as
- fantastic as the other rooms and look! There's a large diamond cluster! Get
- the cluster and go southeast three times. Put the diamond in your sack, get the
- sack and climb back up the rope.
-
- We're going to pay a visit to the Royal Barge. You should be carrying the
- torch, jar, matches, canteen, axe and wearing the knapsack.
-
- Go south from the Chamber of Ra twice, northeast, then northwest. You've
- located the Barge Chamber. The Royal Barge is still here, although probably
- very brittle and dry after centuries of disuse. Go west, north and east.
- Behind the Barge is a steep passageway with a long descending ramp. Go north
- until you get to the Inner Chamber. Before you, you see the remains of another
- intrepid adventurer. As you bend over him, you catch the glitter of something
- shiny. Don't swallow this bait, my friend! It's what killed him. A ring with
- a poisoned pin encased in the band! Leave it lying there and go east and
- south. You've found the Silver Alcove and sitting here on a rough-hewen table
- is a Silver Chalice! Get the chalice and go north and west twice then south.
- You've found the Golden Alcove and there's a Golden Chalice sitting in this
- room. Get it, drop the sack and put the silver and gold chalices in the sack.
- Get the sack and go north, east and south until you get back to the Barge
- Chamber.
-
- We're going to enter the Barge now, so go east, south, west and north up the
- plank. Go east to the Aft Cabin and down the ladder. Then go west to the West
- End of the Hold. There's a beam here that you need, but when you try to lift
- it, it seems firmly wedged in place. Upon closer examination, you see that a
- wooden shim is causing the problem. Get the shim and lift the beam. Ah, seems
- you'll need both hands to do this. Remember I told you the Barge was extremely
- dry and brittle? Well, you can't drop your torch since it would surely
- incinerate the Barge (and you in the process)! So put the torch in the
- knothole, drop everything else and lift the beam. You manage to get it up far
- enough through the mast hole and hear it land with a thud on the deck above
- you. Get the torch and everything else but the shim, go east, up the ladder
- and west to the deck. Get the beam and go south down the plank. Time to hurry
- back to the Chamber of Ra!
-
- Go southeast, southwest, and north twice. It seems there should be some
- hidden panels in this pyramid, but we haven't found any yet. There are two
- passages we haven't looked at yet, but before you panic, I'll tell you the east
- and west passages both lead you to the same place. We'll take the east one.
- Go east and west. The winding staircase confuses your sense of direction and
- you find yourself in a Cube. On the walls is depicted the the burial of the
- Queen. You must be close to her burial chamber! Go south and you find
- yourself face to face with a strange recessed panel covered with hierglyphics
- and embedded with nine bricks.
-
- Take and drop the first, third and fifth bricks (in that order, please!). As
- you take the fifth brick, a square doorway swings open! Here's that secret
- passage we were looking for! Go east into the Turning Passage. You see
- leading downwards a steep ramp, probably leading deeper into the pyramid. Go
- down the ramp and you find yourself at the Top of a Stairway. Go down to the
- bottom of the stairs. Rats! An apparent dead-end. But is it? Well, let's
- take a few whacks at the plaster with the axe. Sonuvagun! You've found a
- sealed up passage! Go west three times. Another dead-end? No! More plaster
- and it's covering a doorway this time!
-
- Before you go chipping away at this plaster, though, see those two niches on
- either side of the door? Put the beam in the niches and stand on the beam.
- Now you can start hacking away at the plaster. As you work, you see sand
- flowing from the bottom of the doorway. Eventually the floor starts to give
- away and you find yourself standing on the beam above a black pit! Good thing
- you were standing on the beam, eh? Open the door and go west, then get the
- beam. You'll need it several times before you're through. We're about
- finished, so go south and keep an eye on your torch. It may die out soon!
-
- Soon you'll start getting messages regarding the status of your torch. Make
- sure you are carrying the jar of oil and the matches (and make sure they're in
- your hands, not your knapsack!). When the torch finally sputters out, dip the
- torch in the jar, light a match then relight your torch. You can, at this
- point, drop both the matches and the jar. You'll not need them again.
-
- You're at the southern end of the Antechamber and before you on the south wall
- is doorway to the Chamber of Rebirth. Remember the traps and pitfalls the
- ancients built into their tombs to thwart would-be grave-robbers! Put the beam
- across the door, then open the door. As you do so, two huge stone blocks start
- moving together. Luckily, though, the beam stops their movement making it safe
- for you to continue. Go south into the chamber.
-
- On the floor in the middle of the room is a huge stone slab weighing tons. On
- its top are four round holes. The clusters you found in the circular room
- would just about fit into each of the holes, I'll bet! Drop the knapsack and
- get the four jewel clusters out. You don't need the gold cluster for this. If
- you'll remember, in each of the Rooms where you found the clusters, each room
- had a certain number of "@" on the wall. These were the numerical processions
- of the clusters, and it is this order that the clusters must be put into the
- holes on the slab.
-
- Put the diamond in the first hole, the ruby in the second hole, the emerald in
- the third hole and the opal in the fourth hole. As you place each cluster in
- its hole, you hear a light click from under the corner. After putting the opal
- in place, you can easily open the slab. Opening the slab reveals an ancient
- papyrus book and a spatula (used to open the book and turn its pages). You
- don't need to open or read the book, so leave the spatula here. You can leave
- the clusters, too.
-
- Go east from the Chamber of Rebirth and get the beam. As you take it, the
- blocks move permanently together blocking further entrance into the Chamber.
- Too bad, but too late! Now go north twice to the entrance to the Chamber of
- Eternal Royalty. Your quest is almost through. You should be carrying the
- torch, book, axe, canteen and wearing your knapsack. If your torch hasn't gone
- out yet, you should also be carrying the jar of oil and the matchbook.
-
- Put the beam under the lintel and break the seal with the axe. As you break
- the seal, tons of sand start pouring forth and you realize if it hadn't been
- for the beam, you'd have been squashed to a pulp by the stone blocks overhead!
- Open the door and go north. You've entered the Queen's Burial Chamber!
- Surrounding her sarcophagus are the statues of Isis, Nephthys, Selkis and
- Neith, each holding the cover of the sarcophagus in place. Further away you see
- the entrance to a small chamber to the east. So go east and you find yourself
- in the Treasury.
-
- Sitting before you is a granite table. On the table is a scales, consisting
- of three discs. The left and right discs are empty and the center one is
- apparently balancing the other two with the weight of an Egyptian Scarab! You
- must balance the left and right discs in order to take the Scarab. So drop
- your sack and get the two chalices out. Put the Gold one on the right disc and
- put the Silver one on the left. Now, pour the water from the canteen into the
- Silver Chalice. After you've done so, the scales will be in perfect balance
- and you can take the Scarab without springing the trap that awaits you directly
- overhead!
-
- Go back to the Burial Chamber and put the book in the large recess and the
- Scarab in the smaller one. As you do so, you hear a clicking noise from the
- statues' bases. Now to turn the statues and release the cover of the
- sarcophagus. Remember we found that the jewel clusters all had numbers
- designating their numerical procession. Also remember the names of the Rooms
- you found them in? Yes, the very statues you see before you each had the same
- number of "@" in their chamber! Turn Neith, Selkis, Isis then Nephthys. All
- four statues have now released their hold on the sarcophagus' cover!
-
- Now for the disappointing part of this game. As you open the cover, you see
- all your dreams fulfilled! The sarcophous is lined with gold and filled with
- jewels beyond your wildest imaginations. Alas, opening the cover has killed
- you. There is no way to get a satisfying ending to this game. You will note,
- however, that you've received all the points and are a Master Adventurer. Too
- bad the author and Infocom hadn't foreseen the grumblings of dissention the
- ending of the game would cause.
-