<!--
	Title: (COMPUTER GAMING: PASSPORT TO ADVENTURE) Infidel
	Author: Tracie Forman
	Source: Electronic Games, v2(13)
	Date: July 1984
	Transcription by Steve Derby
-->

*Infocom/Most computers/48K disk*

The first release in Infocom's "Tales of Adventure" series, **Infidel** is a
full-text adventure set in twentieth-century Egypt. Packaged with an
attractive vellum map, a partial hieroglyphics translation key, a well-written
instruction booklet, an Egyptian stamp and two humorously-written
letters that explain the scenario so far, *Infidel* is a treat just to open.

<figure class="float-left-half">
	<img src="/public/img/articles/eg-passport-to-adventure-infidel/infidel-packaging.jpg" alt="Infidel packaging">
	<figcaption class="center" style="font-weight: bold;">Infocom's complete package for Infidel</figcaption>
</figure>

Our hero is not exactly presented as the Indiana Jones type as he wakes
from a drugged stupor to find himself alone in his once-bustling campsite,
left to die by a mutinous digging crew. Here he must find all the equipment
he'll need to survive the perilous journey even farther into the desert. The
object of his quest? A long-buried ancient pyramid rumored to house
vast, priceless treasures.

Overlooking even one item might cause the neophyte archaeologist to
die in the desert -- or be unable to enter the tomb, if and when he finds it.

Like all Infocom games, *Infidel's* Interlogic programming makes it capable
of understanding a wide vocabulary of sentences and commands. The
program is extremely user-friendly, even pointing out to the player any
words or phrases it doesn't understand, and so eliminating the frustrating
word-guessing games found in less developed adventure games.

<figure class="float-right-narrow">
	<img src="/public/img/articles/eg-passport-to-adventure-infidel/infidel-screen-shot.jpg" alt="Infidel Screen Shot">
	<figcaption class="center" style="font-weight: bold;">A sample screen from Infidel</figcaption>
</figure>

The prose itself is colorful and well-written, its style far more serious than
most other Infocom releases. Given the storyline, this adds flavor to the
gritty, urgent mood of the scenario. Adventurers weary of "cutesy"
touches will find the writing style a welcome change.

*Infidel* offers plenty of challenge, especially once the player has gained
access to the lost tomb. (It's definitely easier if the player has the right
mindset -- Just don't let *anything* stand in your way!)

The game's ending is a definite surprise twist that will delight some gamers
and infuriate others, but either way, it won't leave archaeological explorers
cold.

