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- Infidel II
-
-
- INFIDEL Part One
-
- A word or two before we start: throughout the pyrmaid, you will come across a
- number of hieroglyphic symbols. These symbols, when properly translated,
- contain clues and hints to solving the various puzzles presented in the game.
- Since you are using this walkthru, I will not be translating the hieroglyphics.
- However, should you want to try your hand at it, look in the Hints section,
- where I've given approximate translations of some of the hieroglyphs found in
- the game.
-
- Well, here you are, lying in your cot, trying to shake off the effects of a
- drug given you by your absconding workers. Since time is of the essence (isn't
- it always?), get up, then leave the tent and make your way due South to the
- Work Tent. Along the way, make sure you pick up the matches near the Fire Pit.
- The tin foil, which is an empty cigarette pack, can be safely ignored.
-
- Now, while you're doing this, a plane will appear overhead. It has the
- navigation box you've been waiting for. However, since you also have this
- walkthru, you don't really need the box. So, whether or not you want to take it
- is up to you (if you do, it is used in conjunction with the map that comes with
- the game; you have to dig where the "X" is).
-
- In the Work Tent is a knapsack that contains a rope and a canteen. Open the
- sack and get the canteen, then get the sack, which will automatically go over
- your shoulders. Return to the Fire Pit, then go due West to the Supply Tent.
- Take both the axe and the shovel, step outside, and then walk North, and West.
- This brings you to a river bank. Open the canteen and fill it with water.
-
- Head East and you will be outside your tent again. Enter it, and break the lock
- on the trunk. Get and drop the lock, then open the trunk. Inside is some food,
- a map and an inspection sticker. Get the food and the map. Inside the map is a
- stone cube, which you will soon need to enter the pyramid, so make sure you
- take that. The map you can drop, and the sticker you don't need for anything,
- but you might want to read it before moving on.
-
- Now, go outside the tent, and go East to the North Path. Follow the path South
- until you come to the South path. From here, go East twice. You are now at the
- spot where the pyramid is buried. Start digging until you find the top of the
- pyramid with the square hole in it. When that appears, put the cube in the
- hole, and the door to the pyramid will open. Drop the shovel, since you won't
- be needing it anymore (also the box, if you have it with you). Go down into the
- pyramid.
-
- You stand in the Chamber of Ra, near an altar. Drop your sack, and get the
- rope. Tie the rope to the altar, and then throw the rope North. You will be
- climbing down that way soon. In the meantime, get the torch and the jar. Open
- the jar, which has oil inside, and dip the torch in it. Light a match, then
- light the torch. Close the jar, and put that and the matches in the sack. Now
- get the sack, and you're ready for your explorations.
-
- (Note: Somewhere along the way, you will get hungry. When that happens, just
- eat the beef, and then drink a little water). Climb down the rope, and you will
- be in the Circular Room. Here you see a golden cluster, a statue and four
- doorways with counter-balanced doors. If you attempt to go down any of the
- passageways, you will find that a door will descend and prevent you from going
- more than about halfway along the corridor. So, what you need to do is find a
- way of keeping the doors up while you explore the passages. Fortunately, there
- is an easy, if tedious, way to do this.
-
- Roll the statue towards one of the passageways (For example: "Roll statue NW").
- The first time, the statue will fall, and the head will break off (ho hum). Get
- the head, then roll the statue into a passageway, and make sure you drop the
- head with the statue as well. Now, you can go to the opposite passageway, and
- pick up the treasure that's there. You will have to roll the statue (and don't
- forget the head!), into each of the four passages in turn, so that you can get
- all four of the jeweled clusters. To continue with the example, so you know
- exactly what has to be done, after rolling the statue into the NW passage, go
- back to the SE passage, and you will be able to proceed to the room that has
- the opal cluster of Neith.
-
- As you get each cluster, drop it off in the Circular Room. When you have all
- five clusters, drop the sack, and put all the clusters in it. The gold one is
- just a treasure, but the other four will have a very important purpose later.
- For now, climb back up the rope into the Chamber of Ra.
-
-
- INFIDEL Part Two
-
- OK, now we're going to visit the Barge Room and its environs. Head along South
- to the landing, and continue down to the Narrow Hall. From there, go NE then
- NW, and you are in the Barge Chamber. You will be visiting the Barge itself in
- a short while; for the moment, go West, then North, then East, and you will be
- behind the Barge, where a hallway starts. Go all the way North along this
- hallway to the Inner Chamber. Ignore the corpse, which is wearing a jeweled
- ring. The ring is not a treasure in the game (no points for getting it), and is
- in fact a deadly trap, so it's best not to touch it.
-
- From the Inner Chamber, go West to the Golden Room, and then South to the
- Golden Alcove. Pick up the Gold Chalice, then return to the Inner Chamber, and
- from there go East to the Silver Room, and South to the Silver Alcove. Guess
- what's here? Right, a Silver Chalice. Pick that up, and return to the Barge
- Room.
-
- Once in the Barge Chamber, go back to the front of the boat, then enter it by
- going North. You are in the middle of the Barge, and there is a mast here. At
- the moment, it's somewhat stuck, but there's an easy way around that. Go East
- into the Aft Cabin, Down into the hold, then West into the West End of the
- hold.
-
- Here the mast ends in a slot. If you look in the slot, you will see a piece of
- wood (called a "shim"), wedged in the slot to hold the mast in place. Get the
- shim and drop it (has no use in the game). Now return to the deck and get the
- beam. If you like, you can go West to enter the Fore Cabin to read the little
- scroll of hieroglyphics, although that isn't necessary.
-
- Go back to the Chamber of Ra. From there, go East into the Cube Room, then
- West, then South. You will be in front of a panel with some bricks in it.
- Remove and drop the First, Third, and Fifth Bricks. When you remove the Fifth
- one, a secret passageway to the East will open. Go through it to the Turning
- Passage, then down to the bottom of the stairs.
-
-
- INFIDEL Part Three
-
- Use your pick to dig the plaster away from the door, then go West to through
- the Narrow Passage until you come to the room with the two niches. Here's where
- the fun starts. Put the beam in the niches, then stand on it. Dig away the
- plaster with your axe. As you do so, the floor will fall away (nasty little
- trap, that!). Fortunately, since you're standing on the beam, you're safe.
-
- Okay, now open the door and go West into the Antechamber. Since there are still
- a few other sneaky things to avoid, get the beam, then go South. This is
- another antechamber, with a door in the west wall. Of course, there is also a
- trap here for the unwary, so put the beam in the door. Now you can open the
- door safely. So, do that, and go West into the Slab Room.
-
- (Note: somewhere along the line here your torch will start to sputter. When
- that happens, get the jar and the matches from your pack. Light a match, then
- turn off the torch and dip it in the oil. Your match will go out, but you will
- then have time to light another one so you can light the torch. After this, you
- can leave the jar and matches because you are near the end of the game and
- won't need them any more.)
-
- Here is a slab with holes in each of its four corners. In fact, the placement
- of the holes is very reminiscent of the Circular Room. So, drop the pack, and
- take out the four jeweled clusters (the gold one you can leave in there). Now,
- put the clusters in the Slab as follows: Diamond in the First Hole; Ruby in the
- Second Hole; Emerald in the Third Hole; Opal in the Fourth Hole. As each one is
- inserted into its hole, there will be a click from the slab. Once the last
- cluster is in place, you can raise the slab.
-
- Inside you will find a golden spatula and a book. Get the book. The spatula can
- be left in the slab, unless you want to read the hieroglyphics in the book (you
- need the spatula to turn the pages). In any case, you have what you came for,
- so pick up the pack and go East back to the Antechamber, and get the beam. Now
- go North twice to the Antechamber with the timbered door. As you may have
- guessed, this door is also trapped.
-
- Put the beam under the timber, then break the seal on the door (that beam
- certainly comes in handy!). Now, open the door and go North into the Burial
- Chamber, then East into the Treasury, where the scales are. You must balance
- the scales to be exactly even with the table top in order to safely take the
- scarab. So, drop the sack, and get the two chalices. Put the Gold Chalice on
- either of the scales. Fill the silver chalice with water, and put it on the
- other scale. Now, you can get the scarab.
-
- Return to the Burial Chamber. Place the book in the large recess and the scarab
- in the small recess. There will be a click from the statues that hold the
- sarcophagus cover in place. Now, turn the statues in the following order:
- Neith, Selkis, Isis, Nephthys.
-
- At this point, you have your perfect score. If you continue the game by opening
- the sarcophagus, you will die; there is no way around that. You can also go
- back to the surface through the stairs in the Chamber of Ra, but all you can do
- then is wander around in the desert. The only other thing you can do is just
- quit the game where you are, and receive your rating of "Master Adventurer".
- Whatever you choose to do, the ending is most unsatisfying, so take your pick;
- it's all the same, anyway.
-
-