Fun School 2: For the Under-6s
DOSEducational
Documented for this version
Infidel is controlled through typed text commands.
The DOS version does not use a conventional action-button control scheme.
How it plays
The game uses a first-person text-adventure perspective. Each turn presents a description of the current location, and the player types commands such as examining objects, taking items, opening containers, or moving in a direction.
The objective is to explore the pyramid, discover how its mechanisms work, and recover the treasure. Progress depends on interpreting room descriptions, combining inventory items, and avoiding traps or irreversible mistakes. There are no action modes or character statistics; advancement comes from solving environmental puzzles.
Plan your run
Examine every location carefully and repeat searches after changing the environment. Keep useful objects instead of discarding them, and record unusual descriptions, symbols, and locked mechanisms.
Save before testing unfamiliar actions. The game can punish experimentation with death or a permanently damaged solution path, so use incremental saves and revisit earlier locations when a clue does not yet make sense.
Before you begin
Read room descriptions closely; important clues may be hidden in ordinary wording.
Save frequently before entering dangerous areas or manipulating mechanisms.
Map the pyramid and track every portable object.
Infidel is a text adventure developed and published by Infocom for DOS in 1983. It places the player in the role of an expedition member searching an ancient Egyptian pyramid for a valuable treasure after being abandoned in the desert. The game is driven entirely through written descriptions and typed commands rather than graphics or direct character control. Its challenges combine exploration, inventory management, environmental observation, and puzzle solving. Infocom’s parser and atmospheric writing were widely regarded as strengths, while the game’s unforgiving puzzles and potentially fatal mistakes made it more demanding than a straightforward treasure hunt. It is remembered as a compact example of early interactive fiction with a strong archaeological setting.
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