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Infidel - Transscript

Infidel: A Simple Transscript

Played by Tim Schürmann (with a lot of help from Kerstin Kunze)
Here begins a transcript of interaction
with INFIDEL.
INFIDEL is a trademark of Infocom, Inc.
Copyright (c) 1983 Infocom, Inc. All
rights reserved.

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.

INFIDEL
Copyright 1983 by Infocom, Inc. All
rights reserved.
INFIDEL is a trademark of Infocom, Inc.
Release 22 / Serial number 830916

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.
At the foot of the cot is a large,
unwieldy trunk. The trunk is closed and
locked with a padlock.

>inventory
You are empty-handed.

You hear a plane flying high overhead,
outside the tent.

>get off the cot
You push yourself up and manage to get
out of the cot. Your legs are a little
wobbly, though, and your head swims.

You hear a plane flying high overhead,
outside the tent.

>leave tent
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
an enlarged hole in the sand, a remnant
of your excavation attempts.

You crane your neck and see a plane,
high overhead, circling the encampment.

>examine plane
Its a small, one-engine plane, similar
in shape to the old Piper Cubs.

The plane seems to be circling right
overhead.

>enter tent
Your Tent
There is an army cot here.
At the foot of the cot is a large,
unwieldy trunk. The trunk is closed and
locked with a padlock.

It sounds as if the plane is circling.

>examine trunk
It's an old steamer trunk, very heavy
and too clumsy for one person to carry.

It sounds as if the plane is flying
off.

>leave tent
Outside Your Tent

A small speck descending from the plane
overhead gets larger until you see a
crate, dangling from a parachute.

>examine crate
It's coming down, and it looks like it
should land near you!

At last, your luck seems to be
changing. A large crate lands right
before you, its parachute flapping in
the breeze. The parachute breaks away
from the crate and drifts off in the
wind.

>look
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
an enlarged hole in the sand, a remnant
of your excavation attempts.
Lying in the sand is a wooden packing
crate.

>examine crate
The crate is slightly beaten up from
the landing, but it seems to have held
together fairly well. There's a small
label on it that says "This crate
contains 1 (one) black box (tm)."

>open crate
The crate opens slowly, the boards
creaking with the strain. Opening the
packing crate reveals a navigation box.

>take box
Taken.

>examine box
This is an expensive, state-of-the-art
piece of electronic equipment. It was
designed to automatically determine
longitude and latitude when the button
on it is pressed. Thankfully, it has at
last arrived.

>take parachute
Forget the chute, amigo. It's history.
And if you don't get on with this, you
will be too.

>south
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 a small hole in the sand, a
remnant of your excavation attempts.
Half covered with sand is a bright
piece of foil which catches your eye.
Sitting by a rock is what looks like a
matchbook.

>take matchbook
Taken.

>examine matchbook
The matchbook is closed.

>open matchbook
Opening the matchbook reveals a few
matches.

>examine pit
The pit's just a pit. Nothing more. The
pit is empty.

>examine foil
It's an empty pack of Camel cigarettes.

>take cigarettes
Taken.

>examine small hole
Never mind that -- Here's a better
problem: You dig a hole 52 feet by 20
feet by .105 yards. It takes you 5
hours, 11 minutes and 2 seconds. You
sweat off thirty grams of water per
hour. And your best friend just ran off
with the rent money. Now: How much sand
is in the hole you dug?

>s
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.

>enter tent
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.
Tacked up to the inside of one of the
tent flaps is a note.
Sitting in the sand, bulging a little,
is a beaten-up knapsack.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>take note
Taken.

>read note
The note reads:

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

>open knapsack
You reach around behind to lift the
flap on the top of the knapsack, but it
keeps falling back down.

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>examine knapsack
The knapsack contains:
  A rope
  A canteen

>examine canteen
The canteen is closed.

>open it
Opened.

>look inside the canteen
The canteen is empty.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>leave tent
Outside Work Tent

>n
Fire Pit

>w
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.
Stuck in the sand, handle down, is a
small pick axe.
Half buried in the sand, in the corner
of the tent, is a shovel.

>take axe
Taken.

>take shovel
Taken.

>examine axe
It's a small hand axe, similar to those
used in mountain climbing.

>examine shovel
It's a standard-issue garden shovel.

>e
Outside Supply Tent

>n
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 an enlarged 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
(quantity of water)
You kneel down and drink deeply from
the Nile and feel refreshed.

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>take canteen
Taken.

>fill canteen with water
Tough to do when the canteen is closed.

>open canteen
Opened.

>fill canteen with water
Okay, you have filled the canteen.

>close it
Closed.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>e
Near the Nile

>e
Outside Your Tent
Lying in the sand is a wooden packing
crate.

>n
Your Tent
There is an army cot here.
At the foot of the cot is a large,
unwieldy trunk. The trunk is closed and
locked with a padlock.

>open padlock with axe
The padlock breaks open.

>take padlock
Taken.

>open trunk
Opened. Opening the trunk reveals an
inspection sticker, a piece of dried
beef, and an ancient map.

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.
You wipe your fevered brow.

>put padlock in knapsack
Done.
You wipe your fevered brow.

>examine the sticker
The small inspection sticker says:
This trunk inspected by numbers 8 and
6.5. This reality was manufactured by
tiny elves from the Bozbar Pyramid
Construction Company, a jointly-owned
subsidiary of the FrobozzCo Magic
Village Industries, Michael Berlyn and
Patricia Fogleman, Chief Engineers.
You wipe your fevered brow.

>put the sticker in the knapsack
Done.
You wipe your fevered brow.

>eat beef
(Taken)
That really hit the spot. It did make
you a little thirstier, though.

>open canteen
Opening the canteen reveals a quantity
of water.

>drink
(quantity of water)
You feel much refreched.

>close canteen
Closed.

>examine ancient map
You're not carrying the map.

>take it
Taken. It feels fairly heavy, though,
as though it were folded around
something solid.

>unfold map
Unfolding the ancient map reveals a
stone cube.

>examine cube
This is a small stone cube, almost four
inches on a side, with ancient markings
on it. The markings look like this:

#  !@!  ::  (())  !@!  //\\

>examine map
This is a reproduction of the map the
Professor made while on his expedition.
It indicates where he hoped to find the
lost pyramid. It is included in your
game package.

>put the map in the knapsack
Done.

>put the cube in the knapsack
Done.

>put the axe in the knapsack
Done.

>put the farewell note in the knapsack
Done.

>put the cigarette pack in the knapsack
Done.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>s
Outside Your Tent
Lying in the sand is a wooden packing
crate.

>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 an enlarged
hole in the sand, a remnant of your
excavation attempts.

>s
Middle Path
You are at the eastern edge of an
east/west path in the middle of the
camp. To the west you can see the
firepit and beyond that the supply
tent. To the east you can see the
desert -- a vista difficult to avoid
seeing from just about anywhere in the
camp. A north/south path intersects
here, traveling along the eastern
border of the camp. There's a small
hole in the sand, a remnant of your
excavation attempts.

>s
Southern Path
You are at the start of a path which
heads north along the eastern border of
the encampment. To the east you can see
the horror and the beauty which brought
you here, the desert sand and its
hidden treasure. The firepit is visible
to the northwest. There's a small hole
in the sand, a remnant of your
excavation attempts.

>examine navigation box
This is an expensive, state-of-the-art
piece of electronic equipment. It was
designed to automatically determine
longitude and latitude when the button
on it is pressed. Thankfully, it has at
last arrived.

>push button
The box comes to life, its L.E.D.s
lighting, and then flashes 24 degrees
11 minutes 3 seconds N latitude, 32
degrees 12 minutes 39 seconds E
longitude.

>e
Desert
You are in the desert, east of the
encampment. From this distance the camp
seems little more than a mirage, an
image of another reality which has
little to do with the brutal, searing
reality of the desert, your quickly
dehydrating body, or your painfully
broiling feet. There's an enlarged hole
in the sand, a remnant of your
excavation attempts.

>e
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.

>push button
The box comes to life, its L.E.D.s
lighting, and then flashes 24 degrees
11 minutes 3 seconds N latitude, 32
degrees 12 minutes 43 seconds E
longitude.

>dig sand with shovel
You've enlarged the hole a little,
taking out two shovelsfull for every
one that collapses back in from the
walls.

>dig sand with shovel
You've made the hole quite sizable,
though it's not very deep. The deeper
you dig, the more the walls collapse
and so you widen the base of the hole.

>dig sand with shovel
You're knee-deep in the hole, digging
away, taking out more and more sand.
You silently curse those workers for
having deserted you.

>dig sand with shovel
You've dug yourself into a deep hole.
You're actually several feet below the
surrounding sand. The walls look very
unstable.

>dig sand
(with the 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.

>examine opening
The opening sits in the upper
right-hand corner of the block. It's a
small square opening, about four inches
square, far too small for you to enter,
and rather shallow. Some hieroglyphs
travel across the block, cut off by the
opening:

       !-!        !-!
->  #. ! !  -  #  ! !  /

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>take cube
Taken.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>put cube in opening
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.

>down
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.
Lying on the floor, partially covered
with dust, is a small pink alabaster
jar.
Leaning against the altar is a bronze
torch.

>take torch
Taken.

>examine torch
The torch has a tapered tip, much like
a wick, which should be able to hold a
large amount of oil. The torch is not
lit.

>examine jar
The pink jar is closed.

>take the jar
Taken.

>open the jar
Opening the jar reveals a small amount
of liquid.

>examine liquid
The liquid is oily to the touch and
smells as if it could be highly
volatile.

>wet torch with liquid
The tip of the torch has been covered
with the liquid.

>take match
Taken.

>light match
You have now lit a match.

>light torch with match
The bronze torch is now lit.

>s
(down the winding staircase)
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.

>examine 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.
Lying before you in tortured repose are
the bony remains of a former
adventurer, someone who tried looting
the pyramid long, long ago. As you bend
over to pay your respects, something
glitters, catching your eye as you move
your head.

>examine hieroglyphs
The hieroglyphs look like this:

-!-  #  !*  ::  #  *!  ::

*->  #  !@!  >*>

>examine adventurer
On the bony digits of one hand is a
jeweled ring.

>take ring
Taken.

>examine ring
At first glance, you are overwhelmed
with the beauty and richness of the
ring. On close examination you notice
the ring has a tiny needle on the
inside of the band.

>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.

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>take chalice
Taken.

>examine silver chalice
There's a thin line etched inside the
chalice which travels all the way
around it. The chalice is not very
heavy.

>put chalice in knapsack
Done.

>put navigation box in knapsack
Done.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>n
Silver Room

>w
Inner Chamber
Lying before you in tortured repose are
the bony remains of a former
adventurer.

>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.

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>take golden chalice
Taken.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>n
Golden Room

>e
Inner Chamber
Lying before you in tortured repose are
the bony remains of a former
adventurer.

>s
Temple Chamber

>s
Steep Passageway

>s
Steep Passageway

>s
Steep Passageway

>s
Barge Chamber

>w
Barge Chamber

>s
Barge Chamber

>e
Barge Chamber

>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.

>examine beam
This wooden beam is made of an
extremely hard wood. It's 10 feet long
and has a diameter of 12 inches.
Scratched into it is the following
symbol:

     /!\

>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.
Sitting on the deck is a papyrus
scroll.

>read scroll
The scroll reads as follows:

*->  <.>  <:.>  ... <::.>

::  :  **  --->>  -)  (*)

>e
Center of Barge
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.

>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.
Coming down through the hole above your
head and ending in the slot at your
feet is the beam which served as a
mast.

>examine shim
It's a small piece of wood, used as a
wedge.

>remove shim
Taken.

>drop shim
Dropped.

>e
Below Deck

>u
Aft Cabin

>w
Center of Barge
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.

>take beam
Taken.

>s
Barge Chamber

>se
Narrow Hallway

>sw
Narrow Hallway

>u
South Landing

>u
Chamber of Ra

>drop beam
Dropped.

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>tie rope to altar
(Taken)
The rope has been tied to the stone
altar.

>drop rope in the north staircase
The rope descends into the steep
staircase.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>climb rope
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.
A large golden cluster sits on the
floor.
Sitting in the middle of the floor is a
large statue, about two feet shorter
than you. It reminds you a little of
Miss Ellingsworth.

>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
Taken.

>push statue nw
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.

Northwest Hallway
You are standing in the middle of the
Northwest Hallway. The walls here are
smooth and undecorated, carved out of
granite. The hallway continues to the
northwest and to the southeast.
The pushed statue rests on the floor.

>drop head
Dropped.

>se
As you peer down the dimly-lit
hallways, you notice that the door to
the northwest is closed, while the one
in the opposite hallway is all the way
open. The other two are halfway open.

Circular Room
A large golden cluster sits on the
floor.

>se
Southeast Hallway
You are midway down the Southeast
Hallway. This corridor is undecorated
and the walls are polished to a smooth
lustre. The hallway continues to the
southeast and the northwest.
The path before you remains open, the
stone door having risen to the ceiling,
counterbalanced by the door in the
opposite corridor.

>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.
An opal cluster, glistening with the
light of a thousand fires, lies on the
floor.

>read hieroglyphs

       (@)

          \
))  /  #   .  ::

<-*  (@)  =!=  /  *

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>take cluster
Taken.

>put cluster in knapsack
Done.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>nw
Southeast Hallway
The path before you remains open, the
stone door having risen to the ceiling,
counterbalanced by the door in the
opposite corridor.

>nw
As you peer down the dimly-lit
hallways, you notice that the door to
the northwest is closed, while the one
in the opposite hallway is all the way
open. The other two are halfway open.

Circular Room
A large golden cluster sits on the
floor.

>nw
Northwest Hallway
There is a broken head here.
There is a large statue here.

>take head
Taken.

>push statue se
As you peer down the dimly-lit
hallways, you see that the doors in all
four hallways are balanced halfway
open.

Circular Room
A large golden cluster sits on the
floor.
The pushed statue rests on the floor.

>again
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.

Southeast Hallway
The pushed statue rests on the floor.

>drop head
Dropped.

>nw
As you peer down the dimly-lit
hallways, you notice that the door to
the southeast is closed, while the one
in the opposite hallway is all the way
open. The other two are halfway open.

Circular Room
A large golden cluster sits on the
floor.

>nw
Northwest Hallway
The path before you remains open, the
stone door having risen to the ceiling,
counterbalanced by the door in the
opposite corridor.

>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.
A large diamond cluster, glittering in
your light, sits on the floor directly
under the hieroglyphs.

>read hieroglyphs

       (@@@@)

          .
))  /  #   \  ::

<-*  (@@@@)  =!=  /  *

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>take diamond cluster
Taken.

>put diamond cluster in knapsack
Done.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>se
Northwest Hallway
The path before you remains open, the
stone door having risen to the ceiling,
counterbalanced by the door in the
opposite corridor.

>se
As you peer down the dimly-lit
hallways, you notice that the door to
the southeast is closed, while the one
in the opposite hallway is all the way
open. The other two are halfway open.

Circular Room
A large golden cluster sits on the
floor.

>se
Southeast Hallway
There is a broken head here.
There is a large statue here.

>take head
Taken.

>push statue nw
As you peer down the dimly-lit
hallways, you see that the doors in all
four hallways are balanced halfway
open.

Circular Room
A large golden cluster sits on the
floor.
The pushed statue rests on the floor.

>push statue ne
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.

Northeast Hallway
You are standing midway down the long
Northeast Hallway. The high walls are
undecorated, but bear the marks of the
stonecarver's tool. The hallway
continues to the northeast and the
southwest.
The pushed statue rests on the floor.

>drop head
Dropped.

>sw
As you peer down the dimly-lit
hallways, you notice that the door to
the northeast is closed, while the one
in the opposite hallway is all the way
open. The other two are halfway open.

Circular Room
A large golden cluster sits on the
floor.

>sw
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.
The path before you remains open, the
stone door having risen to the ceiling,
counterbalanced by the door in the
opposite corridor.

>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.
Lying on the ground is a brilliant,
glowing emerald cluster.

>read hieroglyphs

       (@@@)

           /
))  /  #  .   ::

<-*  (@@@)  =!=  /  *

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>take navigation box and drop it
Taken.

Dropped.

>take emerald cluster
Taken.

>put emerald cluster in knapsack
Done.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>ne
Southwest Hallway
The path before you remains open, the
stone door having risen to the ceiling,
counterbalanced by the door in the
opposite corridor.

>ne
As you peer down the dimly-lit
hallways, you notice that the door to
the northeast is closed, while the one
in the opposite hallway is all the way
open. The other two are halfway open.

Circular Room
A large golden cluster sits on the
floor.

>ne
Northeast Hallway
There is a broken head here.
There is a large statue here.

>take head
Taken.

>push statue sw
As you peer down the dimly-lit
hallways, you see that the doors in all
four hallways are balanced halfway
open.

Circular Room
A large golden cluster sits on the
floor.
The pushed statue rests on the floor.

>again
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
The pushed statue rests on the floor.

>drop head
Dropped.

>ne
As you peer down the dimly-lit
hallways, you notice that the door to
the southwest is closed, while the one
in the opposite hallway is all the way
open. The other two are halfway open.

Circular Room
A large golden cluster sits on the
floor.

>ne
Northeast Hallway
The path before you remains open, the
stone door having risen to the ceiling,
counterbalanced by the door in the
opposite corridor.

>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.
A beautiful ruby cluster, sparkling
like fire, sits on the floor.

>read hieroglyphs

       (@@)

           .
))  /  #  /  ::

<-*  (@@)  =!=  /  *

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>take navigation box and drop it
Taken.

Dropped.

>take ruby cluster
Taken.

>put ruby cluster in knapsack
Done.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>sw
Northeast Hallway
The path before you remains open, the
stone door having risen to the ceiling,
counterbalanced by the door in the
opposite corridor.

>sw
As you peer down the dimly-lit
hallways, you notice that the door to
the southwest is closed, while the one
in the opposite hallway is all the way
open. The other two are halfway open.

Circular Room
A large golden cluster sits on the
floor.

>climb up
(up the rope)
Chamber of Ra
There is a rope (tied to the altar)
here.
There is a wooden beam here.

>take beam
Taken.

>w
(down the narrow staircase)
The staircase winds as you walk down,
turning you around so you face in the
opposite direction.

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.

>examine panel
There are nine bricks recessed into the
panel, three rows by three columns.
These bricks look as if they could be
easily removed and are marked with
numerical symbols.

-----------------------------
!                           !
!  <.>     <:>     <:.>     !
!                           !
!  <::>    <::.>   <:::>    !
!                           !
!  <:::.>  <::::>  <::::.>  !
!                           !
-----------------------------

>drop beam
Dropped.

>take first brick
Taken.

>drop first brick
Dropped.

>take third brick
Taken.

>drop third brick
Dropped.

>take fifth 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.

>drop fifth brick
Dropped.

>take beam
Taken.

>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.

>w
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.

>read hieroglyphs

*->  #  !!!  ::  ...>  .-
Your torch is beginning to sputter.

>wet torch with liquid
The tip of the torch has been covered
with the liquid. The torch flares up,
singeing your eyebrows. Phew! Close
call, there!

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>dig plaster with axe
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.

>drop beam
Dropped.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>take beam
Taken.

>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.

>read hieroglyphs
             .
<-*  #  /!\  -  #  (=  =)

::  *->  #  !!!

>put the beam in the niches
Consider it done.
Stretching across the floor from niche
to niche is the wooden beam.

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>put scroll in knapsack
Done.

>take axe
Taken.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>climb on beam
You are now standing on the beam.

>dig plaster with axe
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.
Through the doorway you can see the
beam spanning the pit.

>take beam
Taken.

>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.

>examine door
This door seems to present no
difficulty in opening. Lightly etched
into it are some faint symbols.

>examine symbols

                      -
<-*  #  /!\  (.)  #  ! !
                      -

           -
::  (  #  ! !
           -

>put mast in doorway
Consider it done.
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.
Wedged between the doorway, from side
to side, is the stout beam.
Sitting in the middle of this room is a
huge stone slab. Around its side runs a
seam which is barely detectable. On top
of the slab are four round holes, one
in each corner.

>examine slab
Sitting in the middle of this room is a
huge stone slab. Around its side runs a
seam which is barely detectable. On top
of the slab are four round holes, one
in each corner.

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>put diamond cluster in the first hole
Done. A light click comes from beneath
the corner.

>put ruby cluster in the second hole
Done. A light click comes from beneath
the corner.

>put emerald cluster in the third hole
Done. A light click comes from beneath
the corner.

>put opal cluster in the fourth hole
Done. A light click comes from beneath
the corner.

>pull 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 spatula
Taken.

>examine it
This spatula was originally used for
opening books and turning their pages.

>put spatula in knapsack
Done.

>take book
Taken.

>put book in knapsack
Done.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>e
Antechamber
Wedged between the doorway, from side
to side, is the stout beam.

>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
Antechamber

>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.

>examine door
The door is surrounded by small seals
and has a hieroglyph on it.

>read hieroglyph

             -     !=!
<-*  #  /!\  .  #  ! !

::  *->  #  !!!

>put beam under lintel
Consider it done.
Wedged under the top of the doorway,
perpendicular to the floor, is the
wooden beam.

>break seals with axe
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.
Wedged under the top of the doorway,
perpendicular to the floor, is the
wooden beam.

>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 knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>put silver chalice on the left disc
Done.

>put golden chalice on the right disc
Done.

>put cigarette pack in the silver chalice
Done.

>take knapsack
(wearing it)
You swing the knapsack over your
shoulders and it settles on your back
as its cover flap closes.

>take scarab
Taken.

>drop knapsack
You take the knapsack off and place it
down. As it settles, the cover flaps
open.

>take spatula
Taken.

>open book with spatula
You open the book carefully using the
spatula. You can see some faint writing
on the page.

>drop spatula
Dropped.

>take book
Taken.

>read it
Hieroglyphs can be seen as follows:

        =  .          !   !
<-*  #  =  -  #  !@!  !---!

            .          !  !
::  #  >*>  -  #  !@!  !--!

>put the book in the larger recess
The book now rests in the larger area
on the cover of the sarcophagus.

>put the scarab in the smaller recess
Done.
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.

>open coffin
You tug, push, pull, yank and generally
tire yourself out trying to open the
cover until you take a moment, wipe
your brow, and look around. You notice
that the cover is being held in place
by the statues.

>turn neith statue
The Neith statue moves slowly, pivoting
about its base, releasing its hold on
the quartz cover.

>turn selkis statue
The Selkis statue moves slowly,
pivoting about its base, releasing its
hold on the quartz cover.

>turn isis statue
The Isis statue moves slowly, pivoting
about its base, releasing its hold on
the quartz cover.

>turn nephthys statue
The Nephthys statue moves slowly,
pivoting about its base, releasing its
hold on the quartz cover.
The statues freeze in their current
positions and you hear a light click
come from the cover of the sarcophagus.

>open sarcophagus
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.

Your score is 400 out of a possible
400, in 327 moves.
This score gives you the rank of a
master adventurer.

End of story.

Version 1, first published on 23.12.2004


Copyright (C) 2004 Tim Schürmann
This article is published under the terms of the GNU Free Documentation License.
Dieser Artikel wird unter der GNU Free Documentation License, http://www.gnu.org/licenses/fdl.html, veröffentlicht und kann frei kopiert werden, solange die Nennung des Autors und der Internetquelle (http://www.tim-schuermann.de) erhalten bleibt.