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Infidel Docs

I've retained the original formatting so you may have to adjust it to get the file to display and/or print correctly. Noisy phone lines caused the occasional glitch or truncated file. I replaced some, but not all, instances of line noise with "[ERROR]" where applicable.

 **************************************
 *         **  INFIDEL  **             
 **************************************
  
  
 A word or two before [ERROR] 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 [ERROR] 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
 P[ERROR] 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 s[ERROR] 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 [ERROR]
 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.
 [ERROR]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.
 Wh[ERROR]nd 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 beeo[ERROR]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 [ERROR]
 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 [ERROR]
 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 [ERROR]hamber, 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
 th[ERROR] 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 [ERROR] 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 [ERROR] with some bricks in it.
 Remove and drop the First, Third, and
 Fifth Bricks. When you remove the 5th
 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 trappe[ERROR]d 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
[ERROR]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.

Intro
Ailanthus Tree: Login | Users | Commands | Messages | Chat | Hang
Magpie BBS: Messages | Users | Commands
Misc BBSes: Aerogram | Bonsai Tree | Mofo | NYCENET | Riverdale | Misc Messages
ASCII Art: Nude | Jane | Femme | Spock | Kirk | Nixon
Game Docs: Archon II | Breakdance | Bruce Lee | Cutthroats | Dallas Quest | Deadline | Flight Sim 2
Hitchhikers Guide | Incredible Hulk | Infidel | Kennedy Approach | Mask of the Sun | M.U.L.E.
Pastfinder | Pinball Construction Set | Raid on Bungeling Bay | Raid over Moscow | Rescue on Fractalus
Seven Cities of Gold | Sonar Search | Spy vs Spy | Whistler's Brother
Util Docs: Blitz Compiler | Designer's Pencil | Easy Script | Kwik-Write | Micromon
Movie Maker | Paperclip | Perspectives | Wordpro 3 Plus/64 | Wolfenstein
Philes: 1541 Alignment | 976 Numbers | Mainframes | Sysops' Bible
Drugs | Knock-Out Drops | Lock Picking | Radar Jamming | Thermite


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Last modified: Fri 02 February 2007 13:23:38