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
~~~~~