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SPACE - Library 1 - Volume 1.iso
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infidel.txt
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1989-12-27
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L
INFIDEL
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. 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. 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.
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