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- INFIDEL
- Part 1!
-
- 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 2!
-
- 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 3!
-
- 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.
-
- end.