| 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.... | |
Xet Storage Details
- Size:
- 9.98 kB
- Xet hash:
- 9916e9f1141b0e64136369c45397583dabadc27b730d6e640d9442f5e47529b8
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.