!-! !-!
-> #. ! ! - # ! ! /
Through this door sits the door to
Through this door sits the door to the queen and all queen treasures.
Simple enough.
. = - -
!@! ...> - # * = :: <... ;
# *
=
. = - -
Queen ...> - the * = and <... ;
the *
=
Not sure what the rest of the words could be, but there's some symmetry and in more than one axis.
*-> <.> <:.> ... <::.>
:: : ** --->> -) (*)
Remove 1 3 ... 5
and : ** --->> -) (*)
-!- # !* :: # *! ::
*-> # !@! >*>
-!- the !* and the *! and
remove the queen >*>
(@@@@)
.
)) / # \ ::
<-* (@@@@) =!= / *
Nephthys
)) to the NE and
put Nephthys =!= to *
!-!
...> -. >... # ! ! !
!-!
/ ...> / # !@!
!-!
...> east >... the ! ! !
!-!
to ...> to the queen
*-> # !!! :: ...> .-
Remove the !!! and ...> west
Maybe "remove the wall and go west?" Since that's more or less what we do here. Why did the architects give instructions for robbing their tombs?
.
<-* # /!\ - # (= =)
:: *-> # !!!
.
Put the /!\ - the (= =)
and remove the wall
Yeah, this looks like grave-robbing instructions. The correct action here is to "put the beam in the niches and remove the wall," although "on" makes more sense as an ideogram. Though you also have to stand on the beam before destroying the wall, or else it won't help much.
- !=!
<-* # /!\ . # ! !
:: *-> # !!!
- !=!
Put the beam . the ! !
and remove the wall
If the dot above the dash means "on," then surely the dot below the dash means "under," and the other symbol sort of looks like a supporting beam, like what's featured in this room. So I retrieved the beam and wedged it under the door before destroying the seals. The door opened, and the beam groaned as it suddenly bore three tons of stone.
Inside this door was a burial chamber, where statues of Isis, Nephthys, Neith, and Selkis held a quartz sarcophagus shut. On the top were two recesses. It wasn't yet clear to me what to do here.
-
<-* # /!\ (.) # ! !
-
-
:: ( # ! !
-
-
Put the beam (.) the ! !
-
-
and ( the ! !
-
At this point, taking the beam causes a cave-in, blocking off the door to the burial chamber, and the game won't let you close it. I was sure I wasn't done with the burial chamber so I reloaded. As for what to do with the beam, the only logical course of action was to put it in the door before opening it. Apparently there's more than one word for door.
Inside was another chamber called the annex, in which a stone slab had four holes. Clearly these corresponded to the jeweled clusters found in the goddesses' shrines, which I retrieved and placed, and then easily moved the slab, revealing an ancient tome. And a spatula.
=
=
= . ! !
<-* # = - # !@! !---!
. ! !
:: # >*> - # !@! !--!
! !
Put the book on the queen !---!
! !
and the >*> on the queen !--!
The rightmost symbols I assumed referred to the recesses on the sarcophagus, but I still had no idea what a ">*>" was. I couldn't easily try every inventory item either; not only is inventory space limited, but the beam can't be a door support and span the pit to the antechamber at the same time.
So I tried every inventory item
anyway, first by taking multiple trips from the Chamber of Ra to the
antechamber to move everything there, and then using the beam to prop
the ceiling as I entered the burial chamber. And nothing worked.
Balance the left and the right and
remove the queen scarab
The
chalices were logical enough to put on the circular scales, but gold is
heavier than silver. So I filled the silver chalice with water from my
canteen. This seemed to work; I took the scarab without consequences.
Back in the burial chamber, I put the scarab in the small recess and the book in the large, and the statues clicked. They still held the sarcophagus lid closed, but could be turned. I turned them all, and they instantly slid back into their original positions. So I tried turning them in the order indicated by their symbols - first Neith, indicated by (@), then Selkis indicated by (@@), and so on.
They clicked, staying in place. So I opened the sarcophagus, to Infidel's infamous ending.
>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 473 moves.
This score gives you the rank of a master adventurer.
This
abrupt end, both of the adventure and of the protagonist, doesn't
bother me too much. Infidel had already subverted the treasure hunting
adventurer trope that Zork built itself on by making the "hero" a
bungling, opportunistic swindler and way out of their element. Players
may balk at being told that you feel foolish, that your failure
was inevitable, that you made poor choices. After all, the game never
gave you the option to not make those choices. But as far as I'm
concerned, we are playing a predefined character here, not an avatar of
yourself as in Adventure and Zork, and the second-person narration is
simply genre convention at this point. Would this ending be more
palatable if the adventurer had a name? If it wasn't you doomed
to die in your golden tomb, but someone named "Illinois Williams" or
something similar? We don't complain that Cuphead got in trouble for a
poor decision the player never got to influence, so why this one?
Wrapping things up, I took a look at the remaining untranslated hieroglyphs to see if I could decipher them.
= - -
Queen go on the * = and <... ;
the *
=
The "<..." is "go" reversed, so maybe leave? The rest still makes no sense.
Remove 1 3 ... 5
and : ** --->> -) (*)
And I still have no insight on the rest of it. None of those symbols appear anywhere else in the game.
Nephthys
)) to the NE and
put Nephthys =!= to *
No ideas.
!-!
Go east >... the ! ! !
!-!
to go to the queen
Not sure what this could be. ">..." seems like it might be a typo. It's almost "go" reversed, but the ">" isn't flipped.
I checked Invisiclues, which has a hieroglyph dictionary. These passages translate to:
Queen go on the night winds and return with the dawn
Remove 1 3 then 5 and a pathway will appear
Nephthys turn to the NE and put Nephthys offering to Ra
Go east from the south room to go to the queen
The grammar might not be completely correct, but I think the meaning is clear enough.
GAB rating: Above Average.
It's a typical Infocom adventure with an excellent parser, good writing
and design, but it just feels mechanical and obligatory, and there's
not that much that stands out about it apart from the ending - I'm not
surprised that I retained memory of little else from my first
playthrough decades ago. The adventure itself is really just solving a
bunch of puzzle rooms of middling difficulty. Ironically, the
hieroglyphs that I kvetched about in my last post turned out to be the
most interesting puzzle in the game.
If you enjoyed this one, it might be fun to visit juvenile Andrew Plotkin's take on it, "Inhumane".
ReplyDeleteHeh - one gets the impression that this might be even more fun if you didn't enjoy Infidel.
DeleteI've read that many people were upset with the ending to this one...
ReplyDeleteI think it is pretty cool and perhaps a little bit thought provoking...
You receive the full 400 points after turning the last statue, not for having opened the sarcophagus. I interpreted that as implying that the player could then choose to leave the pyramid with as much treasure as they can carry, type "quit" and consider the game won.
ReplyDeleteThe official ending, though, seems quite appropriate given the racism and all around villainy of the player character. I certainly understand why it wasn't to everyone's liking, but it was quite daring in 1983 to have that kind of a subversion of expectations. I feel it did for adventure games what Ultima 4 did for RPGs in that regard, even if it wasn't as well known or popular of a game.