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- INFIDEL Part One
-
- A word or two before we start: throughout the pyramid, 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. Thus you can see that is would have
- been better, if you had treated your crue better. Perhaps you'd
- had a chance to survive and get home with the treasures. This
- ending gives a perfect meaning to the title of the game
- 'Infidel', but what would you do, if someone bullied you around
- all the time? Just sit back and think about what would have been,
- if....
-