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- INFIDEL Solve
- Part 1
- 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. The'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 suth 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
- outsde 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 napsack 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 gt 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 dowYou'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 Rom 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 ves Franz Liszt
- 6.) TSPS No. 1B - Call Processing and Explanation Phelix the Hack
- 7.) Free Computer Magazines Southern Cross
- 8.) A Guide to Hacking Amos Nightcrawler
- 9.) USDN versus ISDN Lord Micro
- 10.) P/HUN Telecom News/Advancements DareDevil
- 11.) P/HUN Telecom News/Advancements
-
-
-
- Issue 5 May 7, 1990
- -------
-
- 1.) Introduction Red Knight
- 2.) Peering into the Soul of ESS - Jack the Ripper
- The Master Control Center
- 3.) Born to Kill - The Art of Assassination Jack the Ripper
- 4.) SSWC Bell Research Report Volume #1 SSWC
- 5.) SSWC Bell Research Report Volume #2 SSWC
- 6.) Baliord VMS Tricks Volume I: PHONE Baliord
- 7.) Baliord VMS Tricks Volume II: DOOR Baliord
- 8.) A New Operator Service Feature for the 5SS Switch Bandito
- (O)perator (S)ervices (P)osition (S)ystem
- 9.) The Crossbar Switching Guide [Xbar no. 5] Part I Xbar Switchman
- 10.) SSWC Bell Research Report Volume #3 SSWC
- 11.) Carrier 900/700 Services Tone Tec
- 12.) Legion of Doom Indictment [Chicago Members] TELECOM Digest
- 13.) Card Reader Access System (Card Key) The Ring Master
- 14.) S.S.T.C. LMOS Guide Lines Thrasher 005
-
-
-
- Phortune 500
- ~~~~~~~~~~~~
-
- TPH #1 July 3, 1989
- ------
- The Phreaker's Handbook Volume 1, Issue 1 Doctor Dissector
- -----------------------------------------
-
- 1.) Title and Disclaimer
- 2.) TOC and Introduction
- 3.) The Phreak's Vitals
- 4.) The Phreaker's Glossary
- 5.) Other Fone Information
- 6.) References and Suggested Reading
-
-
-
- ACADEMIC PAPERS
- ~~~~~