Visit Atarimax Store


Free-Net Logo
The Atari SIG Historical Archive
Created and hosted by: atarimax.com
[ HOME | GO ATARI | 8-BIT | ST/TT | PORTFOLIO | LYNX | JAGUAR | LIBRARY ]


Article #66 (145 is last):
Newsgroups: freenet.sci.comp.atari.library
From: aa399 (Len Stys)
Subject: GAME SOLUTION: Infidel
Date: Fri Jan 26 15:04:33 1990



                         INFIDEL           Part One

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 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. 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. 


-- 
 

-- 




Visit Atarimax Store