Game Platforms



Walkthrough :


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.


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....