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FAQ/Walkthrough
PC 1986
Version: 1.0 released on the 22nd of October 2006
Author: odino
http://www.gamefaqs.com/features/recognition/47976.html
This guide is EXCLUSIVELY available at GameFAQs.
============================================================================.
| .========================================================================. |
| | TABLE OF CONTENTS | |
| '========================================================================' |
|============================================================================|
| 01.) Introduction | G0100 |
| 02.) Basics | G0200 |
|----------------------------------------------------------------+-----------|
| 03.) Walkthrough | G0300 |
| Basic Walkthrough | G0310 |
| Full Walkthrough | G0320 |
|----------------------------------------------------------------+-----------|
| XX.) FAQ | GXX00 |
| YY.) Version History | GYY00 |
| ZZ.) Credits & Thanks | GZZ00 |
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-'
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
===============================================================================
01.) INTRODUCTION G0100
===============================================================================
Welcome to 'Infidel' for the PC, a text adventure game released in 1986 by
Infocom.
Suggestions, comments or errors - tell me about it. Enjoy!
===============================================================================
02.) BASICS G0200
===============================================================================
This is a text adventure, and as text adventures you only type in commands and
follow the on-screen story.
SAVE to save data.
RESTORE to load data.
QUIT to exit the game.
RESTART begins the game from the start.
Should your torch go out at any point you can relight it as earlier by taking
the jar out from the sack and so on. If you aren't near the sack or are close
to it (or the end), a lit match can last two turns.
Several command lines in this walkthrough can be combined, they have often been
left seperate for an easier read. The number of moves do not count towards
your score and there are not timed events in this game.
===============================================================================
03.) WALKTHROUGH G0300
===============================================================================
There are two walkthroughs available: basic and full. Basic will only tell you
the commands, whereas full contains all the text the game should spill out with
the commands. The former will keep you from spoiling the game, but the latter
will help you ensure the story is progressing correctly.
-------------------------------------------------------------------------------
Basic Walkthrough G0310
-------------------------------------------------------------------------------
>GET OUT COT
>S
>SW
>W
>TAKE AX AND SHOVEL
>E
>SE
>S
>READ NOTE
>TAKE SACK
>N
>N
>TAKE MATCHES
>BREAK LOCK WITH AX
>TAKE LOCK
>DROP LOCK
>OPEN TRUNK
>TAKE MAP AND BEEF
>EAT BEEF
>S
>W
>W
>DRINK WATER
>DROP SACK
>TAKE CANTEEN
>OPEN CANTEEN
>FILL CANTEEN
>CLOSE CANTEEN
>PLACE CANTEEN IN SACK
>TAKE SACK
>E
>E
>E
>SE
>SE
>DIG SAND
>DIG SAND WITH SHOVEL
>DIG SAND WITH SHOVEL
>DIG SAND WITH SHOVEL
>DIG SAND WITH SHOVEL
>OPEN MAP
>INSERT CUBE IN PYRAMID
>DROP MAP
>D
>OPEN MATCHES
>TAKE MATCH
>CLOSE MATCHES
>TAKE TORCH
>OPEN JAR
>DIP TORCH INTO JAR
>CLOSE JAR
>DROP SACK
>PLACE JAR IN SACK
>LIGHT MATCH
>LIGHT TORCH
>S
>S
>NE
>NW
>W
>N
>E
>N
>N
>N
>N
>N
>E
>S
>TAKE CHALICE
>N
>W
>W
>S
>TAKE CHALICE
>N
>E
>S
>S
>S
>S
>S
>W
>S
>E
>N
>W
>TAKE SCROLL
>E
>E
>D
>W
>TAKE SHIM
>PUT TORCH IN GOLDEN CHALICE
>DROP ALL
>RAISE BEAM
>TAKE ALL
>E
>U
>W
>TAKE BEAM
>S
>SE
>SW
>N
>N
>PUT GOLDEN CHALICE IN SACK
>PUT SILVER CHALICE IN SACK
>TAKE ROPE AND TORCH
>TIE ROPE TO ALTAR
>THROW ROPE NORTH
>TAKE SACK
>N
>PUSH STATUE
>TAKE HEAD
>PUSH STATUE SW
>DROP SACK
>NE
>NE
>NE
>DROP SHOVEL
>TAKE CLUSTER
>SW
>SW
>DROP SHIM
>TAKE CLUSTERS
>SW
>PUT GOLDEN CLUTER IN SACK
>PUT RUBY CLUSTER IN SACK
>GET SACK
>PUSH STATUE NE
>PUSH STATUE NE
>DROP ALL BUT TORCH
>SW
>SW
>SW
>TAKE CLUSTER
>NE
>NE
>NE
>PUT EMERALD IN SACK
>TAKE ALL
>PUSH STATUE SW
>PUSH STATUE NW
>DROP ALL BUT TORCH
>SE
>SE
>SE
>TAKE CLUSTER
>NW
>NW
>NW
>PUT OPAL IN SACK
>TAKE ALL
>PUSH STATUE SE
>PUSH STATUE SE
>DROP ALL BUT TORCH
>NW
>NW
>NW
>TAKE CLUSTER
>SE
>SE
>SE
>TAKE ALL BUT HEAD
>NW
>U
>W
>S
>E
>REMOVE FIRST BRICK AND DROP BRICK
>REMOVE THIRD BRICK AND DROP BRICK
>REMOVE FIFTH BRICK AND DROP BRICK
>E
>N
>D
>HIT PLASTER WITH AX
>W
>W
>W
>PUT BEAM IN NICHE
>STAND ON BEAM
>HIT PLASTER WITH AX
>OPEN DOOR
>W
>TAKE BEAM
>S
>PLACE BEAM ACROSS DOOR
>OPEN DOOR
>W
>DROP SACK
>TAKE EMERALD
>TAKE OPAL
>TAKE RUBY
>PLACE DIAMOND IN FIRST HOLE
>PLACE RUBY IN SECOND HOLE
>PLACE EMERALD IN THIRD HOLE
>PLACE OPAL IN FOURTH HOLE
>OPEN SLAB
>TAKE BOOK
>TAKE SACK
>E
>TAKE BEAM
>N
>N
>PLACE BEAM UNDER LINTEL
>HIT SEAL WITH AX
>OPEN DOOR
>N
>PLACE BOOK ON LARGE RECESS
>E
>DROP SACK
>TAKE SLIVER CHALICE
>PUT SILVER CHALICE IN RIGHT DISC
>TAKE GOLDEN CHALICE
>PUT GOLDEN CHALICE IN LEFT DISC
>TAKE CANTEEN
>OPEN CANTEEN
>POUR WATER IN SILVER CHALICE
>TAKE SCARAB
>W
>PUT SCARAB IN SMALL RECESS
>TURN NEITH
>TURN SELKIS
>TURN ISIS
>TURN NEPHTHYS
>OPEN QUARTZ COVER
-------------------------------------------------------------------------------
Full Walkthrough G0320
-------------------------------------------------------------------------------
You wake slowly, sit up in your bunk, look around the tent, and try to ignore
the pounding in your head, the cottony taste in your mouth, and the ache in
your stomach. The droning of a plane's engine breaks the stillness and you
realize that things outside are quiet -- too quiet. You know that this can
mean only one thing: your workmen have deserted you. They complained over the
last few weeks, grumbling about the small pay and lack of food, and your
inability to locate the pyramid. And after what you stupidly did yesterday,
trying to make them work on a holy day, their leaving is understandable.
The Professor's map was just an ancient map -- as worthless as an ice cube in
the Arctic without an instrument fine enough to accurately measure longitude
and latitude. You knew that the site was nearby. You dug, and you ordered the
workers to dig, even without the box. As you listen to the plane and rub your
aching eyes, you pray they left you supplies enough to find the pyramid and to
survive, and that the plane's carrying the long-overdue box.
Your Tent
(You are in the army cot.)
You are in your tent. Golden rays of the sun filter through the open tent
flaps on the southern wall, but no breeze makes its way through. The dry,
searing heat in the tent would be bearable if only the air stirred, even a
little.
>GET OUT COT
You push yourself up and manage to get out of the cot. Your legs are a little
wobbly, though, and your head swims.
>S
Outside Your Tent
You are on an east/west path on the north side of the encampment. To the south
you can see a firepit and to the north is the entrance to your tent.
Everything is oddly quiet, unsettling, creating a feeling of floating anxiety.
The stillness seems to enhance the eerie quality of the desert, the feeling of
being truly alone. There's a small hole in the sand, a remnant of your
excavation attempts.
>SW
Outside Supply Tent
You're on a north/south path on the west edge of the encampment. Directly to
the west is the supply tent, its flaps open, still in the hot, quiet air. To
the east you can see the central firepit, a reminder of your being alone. A
row of thickets, impossible to make any progress through even with a machete,
grows along the western edge of the camp directly to the north and south of
the tent. There's a small hole in the sand, a remnant of your excavation
attempts.
>W
Supply Tent
You are in a tent, very much like your own -- a tent which had originally
contained the supplies for your expedition. You notice, however, that most of
the items which were here just yesterday have vanished with your workers. The
tent looks as if it's been cleaned out and, as your stomach growls, the empty
tent ironically reminds you of a turkey carcass picked clean after a huge
Thanksgiving meal. Through the open tent flaps to the east you can see the
firepit. If only one of the workers had remained behind, you would make him
pay.
>TAKE AX AND SHOVEL
>E
>SE
Outside Work Tent
You are on an east/west path, directly to the north of the work tent. To the
north you can see the firepit and, beyond that, your tent. The work tent
borders an endless vista of fine, burning sand stretching out to the south.
There's an enlarged hole in the sand, a remnant of your excavation attempts.
>S
Work Tent
You are in a tent which used to house the workers and their personal effects.
Looking around, taking in the stripped and bare surroundings, you feel
surprised that they even left the canvas walls. You quickly realize that they
took what they needed -- taking everything would have been more trouble than
it was worth. From the looks of things they cleared out quickly but quietly.
>READ NOTE
Fi aman Allah!
Hereafter you shall pursue your fool dream of the hidden pyramid and its
riches alone. May the jackals feed well on your bones. We have left you what
you need to get back, though we hope you do not. We put several things you
treasure above life itself inside your trunk, locked with your precious
padlock, but we could not bear to part with the key. Especially after what you
said of our rites. We hope the drug we placed in your drink did you harm. If
not, we are at least satisfied you slept especially soundly while we cleaned
out the camp.
Farewell
>TAKE SACK
>N
>N
Fire Pit
You are in the center of the encampment, standing before a charred pit, a hole
dug in the sand surrounded by blackened rocks. The night breezes have already
started the reclamation work of the desert, covering most of the pit's bottom.
You can see your tent to the north, the work tent to the south, and the supply
tent to the west. Far off to the east, through the heat waves rising off the
shifting sands, you can see gentle, rolling dunes. There's an enlarged hole in
the sand, a remnant of your excavation attempts.
>TAKE MATCHES
>BREAK LOCK WITH AX
>TAKE LOCK
>DROP LOCK
>OPEN TRUNK
>TAKE MAP AND BEEF
>EAT BEEF
That really hit the spot. It did make you a little thirstier, though.
>S
>W
Near the Nile
You are on an east/west path on the north side of the encampment. A path to
the south starts here, and you can see the riverbank clearly to the west. A
warm, light breeze reaches your face, drying your sweat into a thin mask of
salt. You glance to the north and are greeted by a disheartening sight: an
endless stretch of searing desert. There's a small hole in the sand, a remnant
of your excavation attempts.
>W
River Bank
You are on the bank of the river Nile. The shoreline is sandy and cool, and
reeds wave in a light but warm breeze. Directly to the north and the south
thickets make strolling along the bank impossible. You're hot, and the cool
rippling water to the west looks inviting, but you're not alone in that
thought -- crocodiles bask on the west bank, eyeing you hungrily, just waiting
for you to enter their watery domain. Things were never like this when Craige
was around.
>DRINK WATER
You kneel down and drink deeply from the Nile and feel refreshed.
>DROP SACK
>TAKE CANTEEN
>OPEN CANTEEN
>FILL CANTEEN
>CLOSE CANTEEN
>PLACE CANTEEN IN SACK
>TAKE SACK
>E
>E
>E
Northern Path
You are on an east/west path on the northern side of the encampment. To the
east you can see the sites of previous excavations your workers had begun
before they deserted you. Low, gentle sand dunes roll out of sight to the
north, but your camp's eastern border has a path, heading off to the south,
which starts here. There's a small hole in the sand, a remnant of your
excavation attempts.
>SE
Desert
You are in the desert, still within sight of the encampment, just a tiny oasis
to the west. The tents, shimmering behind the heat waves rising from the sand,
seem to be calling you back, beckoning, offering safety and refuge. There's a
small hole in the sand, a remnant of your excavation attempts.
>SE
Desert
You are in the desert, out of sight of the encampment. You are thankful
there's no wind, even though a cooling breeze would be welcomed, since the
fine sand particles would sting your face and hands. All around is the desert,
a sweeping expanse of disheartening sand. There's a small hole in the sand, a
remnant of your excavation attempts.
>DIG SAND
>DIG SAND WITH SHOVEL
>DIG SAND WITH SHOVEL
>DIG SAND WITH SHOVEL
>DIG SAND WITH SHOVEL
You've uncovered what could only be the top of a pyramid. After clearing it
away with your hands, you notice a square opening in the top of it.
>OPEN MAP
You've uncovered what could only be the top of a pyramid. After clearing it
away with your hands, you notice a square opening in the top of it.
>INSERT CUBE IN PYRAMID
The ancient stones beneath your feet shake and tremble as they move the sands.
You leap out of the way and manage to avoid being sucked down into the vortex.
Through the sands, an entrance down into the pyramid is revealed. The entire
experience sends a jolt of adrenaline through your body as your lips form a
sneer. You've found it. And without any help from those idiots.
>DROP MAP
>D
Chamber of Ra
You are standing in the Chamber of Ra, a tribute to the Sun God. Even though
the only natural light enters through the opening above, the room is
brilliantly lit as though the walls themselves generated light. The room
slopes inward and the walls meet at an open point, over your head. The heat of
the desert filters down through the opening and, as the air slowly circulates,
the deep, long-dead musty odors from the depths of the pyramid assault your
senses. Four staircases descend from here: a steep one to the north, a winding
one to the south, a wide one to the east, and a narrow one to the west. In the
center of the room is a large red sandstone altar mounted solidly in the floor.
>OPEN MATCHES
>TAKE MATCH
>CLOSE MATCHES
>TAKE TORCH
>OPEN JAR
Opening the jar reveals a small amount of liquid.
>DIP TORCH INTO JAR
The tip of the torch has been covered with the liquid.
>CLOSE JAR
>DROP SACK
>PLACE JAR IN SACK
>LIGHT MATCH
>LIGHT TORCH
>S
South Landing
You are on a landing in the middle of a set of stairs. The staircase goes down
to the south and up to the north. The walls here are undistinguished, formed
by the stones of which the pyramid was built.
>S
Narrow Hallway
You are at the entrance of a narrow hallway which goes to the northeast. A
staircase goes up to the north.
>NE
Narrow Hallway
You are at a bend in the Narrow Hallway. The hallway continues to the
northwest and to the southwest. Inscribed on the wall are some hieroglyphs.
>NW
Barge Chamber
You are in the southern section of a huge room which holds the royal barge.
Before you, to the north, is a plank which provides entrance to the barge.
There is room to move around the barge to the east and west, while a doorway
to the southeast leads into a darkened corridor.
>W
Barge Chamber
You're in the southwest corner of the Barge Chamber. You can still see the
barge entrance to the east, while there's enough room to continue to the
north, around the barge.
>N
Barge Chamber
You're in the northwest corner of the Barge Chamber. You can see by your light
that there's room enough to continue around the back of the barge by going to
the east, while you can bypass the bow of the boat by going south.
>E
Barge Chamber
You're at the start of a hallway which goes off to the north. To the south,
directly behind you, is the back side of the barge. There's enough room to get
around it to the east and west.
>N
Steep Passageway
You are at the top of a steep, descending passage that plunges down to the
north. Although the angle is steep, it looks as if you should have firm enough
footing to travel safely. From the angle, it appears as though the passage is
actually leaving the pyramid, cutting down through the sand high overhead to
an adjoining building.
>N
Steep Passageway
You are about midway down a steep, descending, north/south passageway which
seems to lead out of the pyramid to the north. The walls of stone are polished
and as smooth as glass, glistening in your light, lighting the passage far to
the north and the south.
>N
Steep Passageway
You are at the north end of a descending passageway. You can see the smoothly
polished passageway rising up and out of sight to the south, heading back into
the pyramid. A large doorway cut into the stone walls lies to the north and,
through it, you can see an immense chamber.
>N
Temple Chamber
You are in a huge chamber, immense in its size and scope, especially since it
is far underground. Your light seems to climb and fall from the high walls,
making their top boundaries undefined as they melt into inky darkness,
flickering into the unknown reaches high overhead. There is a huge doorway
carved out of the south wall, the arch at its top barely discernible in your
light. To the north is a similar doorway, slightly scaled down, with pillars
on either side of it, their shadows playing strange tricks on the wall behind
them. You can just barely make out the paintings on the walls, pictures of the
ancient Queen, her servants, and the priests in attendance.
>N
Inner Chamber
You are in the temple's inner chamber. The ceiling here is lower, low enough
for your light to reach it. There are openings in the east and west walls, and
a large, arched doorway to the south. The walls are covered with paintings,
most of which depict the Queen in different stages of preparation for her trip
on the royal barge. One in particular, larger than any of the others, shows
the Queen and all of her attendants aboard the barge, floating through the air
on their way to the netherworld. There are some detailed hieroglyphs on one of
the walls.
>E
Silver Room
You are in the Silver Chamber, a room whose walls reflect your light
brilliantly due to their silver surface. A doorway leads west and out, while
another doorway leads into a smaller room to the south.
>S
Silver Alcove
You are in a small alcove off the Silver Room. Sitting in the middle of this
small room is a roughly-hewn slab of granite, much like a legless table.
Sitting in the middle of the granite table is a chalice made of gleaming
silver.
>TAKE CHALICE
>N
>W
>W
Golden Room
You are in a room whose walls are covered with gold leaf. Your light reflects
off the walls with a rich, warm tone and reveals the outlines of hieroglyphics
engraved in the gold itself. There is a doorway cut into the south wall and,
through the reflected light, you can tell it leads into a small chamber. There
is another doorway leading out to the east.
>S
Golden Alcove
You are in a small alcove off the Golden Room. Sitting in the middle of this
small room is a roughly-hewn slab of granite, much like a legless table.
Sitting in the middle of the granite table is a gleaming chalice made of gold.
>TAKE CHALICE
>N
>E
>S
>S
>S
>S
>S
>W
>S
>E
>N
Center of Barge
You are standing on the deck of an ancient wooden barge. Before you, cut into
the deck, is a hole. To the south is a plank which leads down off the barge.
You can see two cabins on the deck, one to the west and the other to the east.
Before you, running down through a hole in the deck, is a sturdy beam made of
wood. Although only a few feet of it rise above the deck, it was probably used
at one time as a mast.
>W
Fore Cabin
You are in the forward cabin aboard the barge. The cabin is bare with none of
the luxuries you expected to see. You close your eyes for a moment, picturing
the barge you'll someday own, the yacht fully rigged and crewed. You open your
eyes and shake your head, anxious to make your dream reality. There's a
doorway to the east leading out onto the deck.
>TAKE SCROLL
>E
>E
Aft Cabin
You are in the aft cabin aboard the barge. There's a door to the west which
leads out to the deck, and a short ladder, permanently mounted to the deck,
going down into the depths of the barge itself.
>D
Below Deck
You are below the deck of the barge in what looks like a huge hold. To the
west you can see the hold continuing, while a ladder leads up and out from
here.
>W
West End of Hold
You are in the westmost portion of the hold, below the deck of the barge. On
the north side of the hull is a small knothole about three feet off the deck.
Overhead you can see a hole going through the deck while, directly below this
hole, on the deck by your feet, is a slot.
>TAKE SHIM
>PUT TORCH IN GOLDEN CHALICE
>DROP ALL
>RAISE BEAM
You have managed to lift the beam up through the hole and you hear it land on
the deck with a thud.
>TAKE ALL
>E
>U
>W
>TAKE BEAM
>S
>SE
>SW
>N
>N
>PUT GOLDEN CHALICE IN SACK
>PUT SILVER CHALICE IN SACK
>TAKE ROPE AND TORCH
>TIE ROPE TO ALTAR
>THROW ROPE NORTH
>TAKE SACK
>N
Circular Room
You are in a strange, round room which sits in the center of four hallways.
These hallways lead off to the northeast, southeast, southwest and northwest
like the spokes of a wheel. Above your head is a long tunnel which stretches
up and out of sight.
Descending from above is the end of a long rope.
As you peer down the dimly-lit hallways, you see that the doors in all four
hallways are balanced halfway open.
>PUSH STATUE
The statue teeters, swaying and rocking back and forth, then falls over, its
top-heavy structure striking the floor with a dull, loud thud. As you look
over the damage, you see the head has separated from the statue.
>TAKE HEAD
>PUSH STATUE SW
As you enter the corridor, a huge stone door begins to slide down from the
ceiling closing off any further progress. The closer you come to the door, the
further down the door descends until, eventually, it is close to the floor.
When you turn around, you can barely see beyond the Circular Room where an
identical door has risen off the floor an equal amount.
Southwest Hallway
You are midway down the Southwest Hallway. The walls of this narrow passage
are unadorned and smooth. The hallway continues to the southwest and the
northeast.
>DROP SACK
>NE
>NE
>NE
Room of Selkis
You are standing in a small room, that of the protective goddess Selkis. There
are red, blue and green patterns on the walls formed from small glazed tiles
that have been carefully arranged in order of shade. The darkest tiles border
the floor, and become lightest near the ceiling. On one wall, inscribed in a
beaten gold panel, is the symbol of Selkis, under which you can see some
hieroglyphic text. An opening through the southwest wall leads out of this
room.
>DROP SHOVEL
>TAKE CLUSTER
>SW
>SW
>DROP SHIM
>TAKE CLUSTERS
>SW
>PUT GOLDEN CLUTER IN SACK
>PUT RUBY CLUSTER IN SACK
>GET SACK
>PUSH STATUE NE
>PUSH STATUE NE
>DROP ALL BUT TORCH
>SW
>SW
>SW
Room of Isis
This is the room of the protective goddess Isis. You stand in amazement in the
center of the room as thousands of tiny lights twinkle around you. With great
surprise you realize that the light from your torch is being reflected by the
mirror-like surfaces of innumerable quartzite chips. These are set artfully
into red clay panels in the walls, and are surrounded by shiny red jasper
fragments. On the southwest wall, under the winged symbol of Isis, some
hieroglyphic text is inscribed in a gold panel. To the northeast is an arched
opening, and, looking through it, you can barely make out a hallway.
>TAKE CLUSTER
>NE
>NE
>NE
>PUT EMERALD IN SACK
>TAKE ALL
>PUSH STATUE SW
>PUSH STATUE NW
>DROP ALL BUT TORCH
>SE
>SE
>SE
Room of Neith
You are standing in the room of the protective goddess Neith. This room seems
dark and mysterious with its decorations of inky-blue lapis lazuli and
jet-black obsidian. Gold scrollwork defines an area on one of the walls, in
the center of which is the symbol of Neith. Below this you can see some
hieroglyphs etched into a beaten gold panel. There is a door in the northwest
wall leading out of the room.
>TAKE CLUSTER
>NW
>NW
>NW
>PUT OPAL IN SACK
>TAKE ALL
>PUSH STATUE SE
>PUSH STATUE SE
>DROP ALL BUT TORCH
>NW
>NW
>NW
Room of Nephthys
You have entered the room of the protective goddess Nephthys. The walls here
are cut from pink granite, elaborately decorated with bright red carnelian and
pale yellow feldspar. Along the northeast wall are panels of beaten gold, and
midway up this wall, under the winged symbol of Nephthys, you can see some
hieroglyphs. To the southeast, an opening has been cut in the thick granite
wall.
>TAKE CLUSTER
>SE
>SE
>SE
>TAKE ALL BUT HEAD
>NW
>U
>W
Cube
You are in a room whose walls, floor and ceiling seem to form a perfect cube.
There are four square doorways cut into the walls -- to the north, the south,
the east and the west. Through the west doorway you can see a flight of stairs
heading up.
>S
Cube
You are in a room whose symmetry is uncanny, at least to the unaided eye: the
dimensions of the room seem to form a perfect cube. There are two square
doorways cut into the walls -- one to the north, and another to the east. The
uncannily-shaped room seems to form a corner for this entire area.
>E
Cube
You are in a room whose symmetry is uncanny, at least to the unaided eye: the
dimensions of the room seem to form a perfect cube. There are two square
doorways cut into the walls -- one to the north, and another to the west. A
panel, recessed into a wall, glows softly in your reflected light, while some
hieroglyphs are visible above it.
>REMOVE FIRST BRICK AND DROP BRICK
>REMOVE THIRD BRICK AND DROP BRICK
>REMOVE FIFTH BRICK AND DROP BRICK
As soon as you grasp this brick a square doorway swings open. You leap back,
unsure of what might happen, but quickly realize you've discovered a hidden
passageway, making eastern movement from this cube room possible.
>E
Turning Passage
You are in a strange, turning passageway. The floor here descends, reminding
you of a ramp Craige once told you about -- a deep entrance into the depths of
an Incan tomb. The ramp turns off toward the north. Judging from what you
remember of the cube rooms, the ramp most probably passes beneath the
ascending east staircase. Through the open doorway to the west you can still
see one of the cube rooms.
>N
Top of Stairway
You are at the top of a sixteen-step stairway. It leads west and down. The
strange passageway into the cube rooms lies to the south. The walls here are
painted in somber colors -- deep ochres, browns and blacks, but the scenes the
paintings depict are oddly gay. Priests smile, their hands lifted up high to
Amun Ra, offering flower petals in their palms, while a young girl, bedecked
in black, stands by watching, a twisted smile on her face.
>D
Bottom of Stairs
You are at the bottom of the sixteen-step stairway. The stairway goes up to
the east, while to the west is solid plaster. Painted on the plaster are some
hieroglyphs.
>HIT PLASTER WITH AX
The chips fly where they may as you relentlessly flail at the plaster with
your trusty pick axe. In just a few minutes you manage to clear all the
plaster from the doorway.
>W
Narrow Passageway
You are at the east end of what seems like a long, straight passageway. After
carefully looking over the walls, stones and floor, you determine that it is
safe to proceed.
>W
Narrow Passageway
You are in the middle of a long, east/west passage. The passage is narrow and
seems to be little more than a hallway hewn out of stone.
>W
Narrow Passageway
You have reached the west end of the passage. Before you is a door surrounded
by a heavy timber frame. The door is entirely blocked up with plaster. Toward
the bottom of the north wall and the south wall, about three inches off the
floor, are two small niches. There are some hieroglyphs on the plaster.
>PUT BEAM IN NICHE
Stretching across the floor from niche to niche is the wooden beam.
>STAND ON BEAM
>HIT PLASTER WITH AX
The plaster chips fly from the door as the incessant tapping of your pick axe
does its work. The tapping has started some sand flowing out of the bottom of
the doorway and the floor starts to give away. In a few short moments, the
floor has disappeared, but thankfully you're safe while standing on the beam.
>OPEN DOOR
The door opens and you are overwhelmed by a musky odor.
>W
Antechamber
You are in the middle of the Chamber of Eternal Royalty, the antechamber. The
walls in this section of the antechamber are covered with beveled tiles of
deep blue lapis lazuli and pink alabaster. At ceiling height, on the west
wall, are paintings depicting the marriage of the goddess Isis and the god
Osiris. The Antechamber stretches out to the north and the south. There's just
enough light cast for you to see the outline of the bottomless pit in the
passage to the east.
>TAKE BEAM
>S
Antechamber
You are in the southern end of the Chamber of Eternal Royalty. From here you
can see the room stretching out towards the north. The south wall is painted
to resemble large baskets of lotus flowers with their blue petals framing an
image of the Sun God, Amun Ra. The west wall has a timber doorway, inset
several feet into the rocks, outlining a door.
>PLACE BEAM ACROSS DOOR
Wedged between the doorway, from side to side, is the stout beam.
>OPEN DOOR
You open the door and two huge stones start to close in on you from either
side. Thankfully, you had the foresight to wedge the beam in the doorway to
prevent a flattening experience.
>W
Annex
You are in the Chamber of Rebirth, the Annex. As you gaze about this small
room, strange kohl-rimmed eyes gaze back at you from the painted figures which
cover all of the walls. There are scenes of a great procession, with
white-clad princesses offering gifts of precious oils and papyri to the
mummified figure of the Queen. Bastet, the cat goddess, holds the mummy erect.
Above you, painted on the ceiling, is the image of Tueris, the hippopotamus
goddess. The only way out is through the doorway to the east.
>DROP SACK
>TAKE EMERALD
>TAKE OPAL
>TAKE RUBY
>PLACE DIAMOND IN FIRST HOLE
>PLACE RUBY IN SECOND HOLE
>PLACE EMERALD IN THIRD HOLE
>PLACE OPAL IN FOURTH HOLE
>OPEN SLAB
The slab opens slowly and gracefully as if some internal mechanism balanced
its huge weight. Opening the slab reveals a small spatula, and an ancient book.
>TAKE BOOK
>TAKE SACK
>E
>TAKE BEAM
The doorway disappears behind two huge stones which slide horizontally from
the doorway. Luckily, you stepped out of their way just in time.
>N
>N
Antechamber
You are in the north end of the Chamber of Eternal Royalty. On the eastern and
western walls are scenes carved in high relief depicting a royal figure,
possibly meant to represent a new ruler, performing the ritual of the "opening
of the mouth and eyes", the ceremony of restoring to the mummy of the departed
Queen the use of its senses. The north wall of this area is a thick, solid
wall of stone. In the center of this wall is a timber lintel on top of a
doorway.
>PLACE BEAM UNDER LINTEL
Wedged under the top of the doorway, perpendicular to the floor, is the wooden
beam.
>HIT SEAL WITH AX
You manage to destroy the seal. You glance to the right and see fine sand
running from a crack in the stone. The beam creaks and groans under tremendous
pressure as the 3 ton stone block above your head starts to lower. The beam
holds the weight, saving you from a flattening fate.
>OPEN DOOR
The door creaks open and you are assaulted by a deep, musty dead smell.
>N
Burial Chamber
You have entered the Chamber of Departure Towards the Funeral Destinies, the
Burial Chamber. There is a doorway leading into a small room off to the east.
In the middle of the chamber, stretching almost from wall to wall, is a huge,
ancient sarcophagus. Its cover is composed of pure quartz and through the
shining light you can see the golden, gleaming mummiform coffin. There is a
small recess and a large recess on the top of the cover which you can make out
as thin, outlined areas. Four statues surround the sarcophagus, one in each
corner: Isis, Nephthys, Neith and Selkis. Their outstretched arms clamp down
tightly on the quartz cover.
>PLACE BOOK ON LARGE RECESS
The book now rests in the larger area on the cover of the sarcophagus.
>E
Treasury
You are in the Chamber of Reconstitution of the Body, the Treasury. To the
west is a doorway leading back into the Burial Chamber.
In the room is a large, granite table. Cut out from the top of this table are
three circles of polished granite. The left disc is empty, and it is one inch
above the top of the table. Sitting on the middle disc is a scarab, and the
middle disc is slightly below the top of the table. The right disc is empty,
and it is one inch above the top of the table.
>DROP SACK
>TAKE SLIVER CHALICE
>PUT SILVER CHALICE IN RIGHT DISC
>TAKE GOLDEN CHALICE
>PUT GOLDEN CHALICE IN LEFT DISC
>TAKE CANTEEN
>OPEN CANTEEN
>POUR WATER IN SILVER CHALICE
>TAKE SCARAB
>W
>PUT SCARAB IN SMALL RECESS
You hear a clicking sound come from beneath all of the statues as you place
the scarab within the smaller outlined area on the cover.
>TURN NEITH
>TURN SELKIS
>TURN ISIS
>TURN NEPHTHYS
>OPEN QUARTZ COVER
*ENDING SPOILER*
You lift the cover with great care, and in an instant you see all your dreams
come true. The interior of the sarcophagus is lined with gold, inset with
jewels, glistening in your torchlight. The riches and their dazzling beauty
overwhelm you. You take a deep breath, amazed that all of this is yours. You
tremble with excitement, then realize the ground beneath your feet is
trembling, too.
As a knife cuts through butter, this realization cuts through your mind, makes
your hands shake and cold sweat appear on your forehead. The Burial Chamber is
collapsing, the walls closing in. You will never get out of this pyramid
alive. You earned this treasure. But it cost you your life.
And as you sit there, gazing into the glistening wealth of the inner
sarcophagus, you can't help but feel a little empty, a little foolish. If
someone were on the other side of the quickly-collapsing wall, they could have
dug you out. If only you'd treated the workers better. If only you'd cut
Craige in on the find. If only you'd hired a reliable guide.
Well, someday, someone will discover your bones here. And then you will get
your fame.
THE END
Your score is 400 out of a possible 400.
===============================================================================
XX.) FAQ GXX00
===============================================================================
Q) Got any tips?
A) Aside from the champion choice, you can replay earlier missions for items
and boost up your champions for later levels and thus making it slightly
easier. To be honest just knowing what lurks around the corner rather than
being ambushed is already valuable enough.
===============================================================================
YY.) VERSION HISTORY GYY00
===============================================================================
v1.0 First release (22nd of October 2006)
===============================================================================
ZZ.) CREDITS & THANKS GZZ00
===============================================================================
GameFAQs for hosting this file.
Infocom for this game.
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