S'mon said:
This was very much my feeling - GMing it, I had a queasy feeling knowing there was no way the PCs could know what they were supposed to do, so no way they could win without cheating. Yuck.
The proper term is, "creativity". You're not cheating, you're being creative.
Now, one thing both versions recommend is having 'side treks' where the party could find things to help with the main adventure.
Necropolis is not designed to be played straight through, until you get to Rahotep's digs. Then it becomes a win or die affair.
Besides which,
Necropolis requires thorough study on the part of the GM. No skimming the pages and filling the blank spots in as you go. You need to know it better than you know your neighborhood.
Again, knowing old style action-adventure flicks and pulp magazine stories, their tropes and memes, helps a lot.
One more thing, do your utmost to disabuse your players of the pernicious notion that they are the heroes. They're not. In
Necropolis they have no authorial immunity, they are nothing more than regular folks (with extraordinary abilities) trying to get a prize that'll make them famous for generations and maybe even put them in a higher socio-economic class.
Approach it as something new in the world of RPGs and you should do a lot better.
BTW, compared to the gator the carp is a wimp.
