INFIDEL Solve Part 1 Here you are in your cot inside your tent. From somewhere outside, you hear a plane circling overhead. Suddenly you realize you've been abandoned by your workers. The've taken everything they thought worthwhile and left you with a padlocked trunk and your clothes! The nasty devils! Well, get up and go outside. If you want, you can wave at the plane to let the pilot know where you are. But it's not necessary. Go suth to the Firepit and get the matchbook. You see a glitter of foil, but it's just the silver lining from a pack of Camel Cigarettes and not important. Go south once more to the Work Tent and enter it. Get the knapsack and go north and west. You're outsde of the Supply Tent. May as well see what they've left behind. Go west into the tent and what luck! They left you an axe and a shovel. Get both of these and exit the tent. Better get some water soon! Go north and west to the river bank. Drop the napsack and look inside it. There's a rope and (thank heavens!) a canteen. Get the canteen, open it and fill it with water from the river. Then get the sack and go east twice and north back into your tent. Let's get that stupid trunk open. Break the lock with the pick axe and get the lock. Drop the lock and open the trunk. You've found some beef jerky and a map! Get both of these and open the map. When you do so, a strange stone cube covered with hieroglyphics falls to the ground. Drop the map and gt the cube. Time to go excavating again! Go south twice to the Firepit, then southeast and east twice. About now you may have gotten thirst or hunger warnings. Whenver you feel hungry, eat the beef. There's not much of it, but one feeding will keep you going for the rest of the game. Also, drink water whenever you're thirsty. You'll always have enough! This is where we want to start digging, so dig a hole with the shovel. Don't give up, just keep digging until you see a square opening. When you see it, drop the shovel (you won't need it any more) and put the cube in the square opening. The ground under your feet trembles and you jump back just in time! An opening is here allowing you to go down into an unseen pyramid! So go down and drop your sack Get the rope from the sack and tie it to the altar. Now throw the rope north and get the jar and torch. Opening the jar reveals a small quantity of oil! Dip the torch in the jar then light your torch with one of your matches. Get the sack and climb dowYou've located a circular room with a strange statue standing in its center. Also lying here is a golden cluster! Drop your sack and put the cluster in it. Now, take a closer look at the statue. Hmmm, sort of reminds you of your old teacher, Miss Ellingsworth. Never did like her, did you? Well get even with the old bat by pushing the statue over. Oops, the head came off. Oh well, get the head and roll the statue with you to the northeast. As you enter the northeast hallway, a huge stone slab door starts lowering, blocking off any further movement in that direction. Drop the head and go back southwest twice. @ You notice with amazement that the passage remains open, seemingly counterbalanced by the head and statue you left in the opposite hallway! Yup, that's right, you'll have to roll the statue and drop the head to balance each of the hallway doors.) Go southwest again and you find yourself in the Room of Isis. It's beautifully decorated with panels of red jaspar and clay. Laying on the ground under the statue of Isis is an emerald cluster! Get the cluster and go northeast twice. Put the emerald in your knapsack and go northeast again. Get the head and roll the statue southwest twice. Drop the head and go northeast three times. You're in the Rom of Selkis. This room is decorated in read, blue and green tiles and panels of beaten gold. Sitting on the floor is a ruby cluster! Get the ruby and go southwest twice. Put the cluster in your knapsack and go southwest again. Get the head and roll ves Franz Liszt 6.) TSPS No. 1B - Call Processing and Explanation Phelix the Hack 7.) Free Computer Magazines Southern Cross 8.) A Guide to Hacking Amos Nightcrawler 9.) USDN versus ISDN Lord Micro 10.) P/HUN Telecom News/Advancements DareDevil 11.) P/HUN Telecom News/Advancements Issue 5 May 7, 1990 ------- 1.) Introduction Red Knight 2.) Peering into the Soul of ESS - Jack the Ripper The Master Control Center 3.) Born to Kill - The Art of Assassination Jack the Ripper 4.) SSWC Bell Research Report Volume #1 SSWC 5.) SSWC Bell Research Report Volume #2 SSWC 6.) Baliord VMS Tricks Volume I: PHONE Baliord 7.) Baliord VMS Tricks Volume II: DOOR Baliord 8.) A New Operator Service Feature for the 5SS Switch Bandito (O)perator (S)ervices (P)osition (S)ystem 9.) The Crossbar Switching Guide [Xbar no. 5] Part I Xbar Switchman 10.) SSWC Bell Research Report Volume #3 SSWC 11.) Carrier 900/700 Services Tone Tec 12.) Legion of Doom Indictment [Chicago Members] TELECOM Digest 13.) Card Reader Access System (Card Key) The Ring Master 14.) S.S.T.C. LMOS Guide Lines Thrasher 005 Phortune 500 ~~~~~~~~~~~~ TPH #1 July 3, 1989 ------ The Phreaker's Handbook Volume 1, Issue 1 Doctor Dissector ----------------------------------------- 1.) Title and Disclaimer 2.) TOC and Introduction 3.) The Phreak's Vitals 4.) The Phreaker's Glossary 5.) Other Fone Information 6.) References and Suggested Reading ACADEMIC PAPERS ~~~~~