The Library

Score: 5 Turns: 1

K-Power, v1(4)
Read Time ~3 minute read
May 1984

Screening Room: Strategy

Survive Infidel

Survive Infidel title graphic splash

A pack of voracious rats gnaws at my legs as I curse the day I met that old spinster, Miss Ellington. It was her crazy idea to have me finish the expedition that killed her father back in 1920. If not for her, I'd never have trekked across the vast Egyptian wasteland to share a tomb with some unknown queen of the Nile. The snarling rodents swarm across my body and it's all over — the game, that is — a text adventure I've been playing for the past two weeks.

The first of Infocom's "Tales of Adventure" series, Infidel drops you off inside a computerized novel, where you're a small-time explorer who stumbles across the chance to loot a pyramid of a gold sarcophagus and a fortune in gems.

The Scenario

In the opening scene, you wake up to find that your workers have walked off because you forced them to dig for a pyramid on a holy day — thus the name, Infidel, that they call you in a parting letter. To aid you in your quest, a plane drops a parachute with a navigational device you need to locate the pyramid. You also can use the crinkly, parchment-like map that comes with the game. Miss Ellington found this map among the papers of her deceased father, a once-famous archaeologist. (This background is revealed in a handwritten letter that's part of the game package. You also get a True Tales of Adventure minimagazine that contains as much off-the-wall humor as helpful tips on how to play Infocom adventures.)

After locating the pyramid, you have to figure out how to get in before descending into the Chamber of Ra, the first of a series of dusty, death-filled rooms that await you. It's a treacherous trip through the pyramid's mazelike halls, because the temple priests left plenty of cleverly concealed traps to foil looters. After solving the riddles of the circular room, the cube rooms, and other brain twisters, you'll eventually find yourself deep within the antechamber (if the rats don't get you first).

The Scoring

Each time you accomplish an important task, your score (displayed at all times) is boosted. Ransacking the rooms for treasure snares extra points. Classed as a "fumbling beginner" at the outset, you work your way up through the ranks to become a "poor professor" or "fairly good looter" as your score improves. High scores (the highest possible is 400 points) won't come as easily as in some Infocom games. For instance, the hieroglyphics you'll have to decipher make puzzles extra tough to solve. Still, no matter how hard the challenge, the problems you'll face all have perfectly logical solutions, the hallmark of a classic adventure.

SHAY ADDAMS is managing editor of Computer Games magazine.

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