~Under A Killing Moon (CD ROM) Interactive Movie by MINDSCAPE Solution By Lu Richardson A big apology goes to both Lu and readers for the delay in printing this article. I had a spring clean and found a disk still in a Jiffy bag sent by Lu about two months ago... oooppss !! Anyhow we saw a solve in Issue 39, but as always here's a better one direct from Lu !!!! General: When I started playing this game and saw that hints were available on the screen, I thought it would be a doddle. HA!!! So take heed: it ain't going to be easy, hints or no hints. For a start, the worse problem of all is finding things, i.e., actually seeing them on your screen. I'll tell you where to look, but don't blame if you can't spot them. Remember that to look inside drawers and such, you have to tilt down. Next, you have to solve certain puzzles, namely piecing together torn messages. Unless you get them just so, the program won't acknowledge them even if you can read them perfectly well. And, unless the program acknowledges something, you ain't done it. Talking to people: some need a specific sequence of questions before you get anywhere - I'll give you those when it important to get it right. Some, no matter what you say, will take the huff. Usually you can go right back to them and they'll come through. While we are on the subject, once you are allowed to ask questions, ask each one: you never know what else you are going to dig up. Don't forget to come back if new subjects come up on the list. In every room, sweep the mouse around to see if anything can be manipulated. But don't be fooled: some items won't be revealed unless you move around and come up close enough. When it comes to desk drawers and other containers, and a lot hide vital items, not only you have to open them but then you have to come near and tilt down to see inside - don't expect to just open the drawer and be told what it contains. Examine EVERY item you get - they often contain other items. When using things on things, make sure the cross hair, and not the object, is on the item you wish to manipulate. DAY 1 Turn right around and pick up the mail, examining each item. Look around. Pick up the gun and watch the sequence. Look at the fax, look at the computer. Get in front of the desk. Open the bottom drawer to the left, get the pen and combine it with the application form. Open the bottom drawer to the right, get the stamp and combine it with the application. Go to the door and open it. Tilt down and go down the stairs to the street. Once there, go to the blue box to the right and post the application. Turn to your left and talk to the girl. Try C, C, B, but I'm just guessing. Ask about everything; when you get around to the burglary, make a note of the information on the suspect. Turn right and open the door to Rook's pawnshop. Speak to him, trying C, B, B, C, A, C. You finish up in the back alley. Look for the glass shard to the right of the stairs - examine it. Wot, the fellow had red hair! Examine the footprint in front of the door. Move the fallen rubbish bin and get the Alley key. Go through the gap in the fence, pick up the radio by the dumpster, open same and look inside. You could turn left and investigate along there to find a rubbish bin for recycling paper or turn right, "move" a plank, and go through the gap to the street. Eventually you must go back to the street. Take time to investigate the whole of it, entering the buildings and talking to everybody (be nice or jolly) as you go along, asking all the questions available to you. You will find a newspaper on the pavement in front of the Brew & Stew. Get it and read up the highlighted bit. At the Novelty Shop, move the mat and get the key. Enter and look around. Watch the TV. Pick up the dart gun, the mask and the toss ring. To the right of the shelves with the masks, you will barely see a key on the corner column - get it. Behind the counter, move the box at the top and get what is in the box at the bottom. Use the key you found to enter Rusty's back office. Get the dart off the wall right in front of you, open the cannister to the right, look inside the sink to get the balloon. Go out, and look straight ahead to the clown's head on the wall - use the balloon on that to inflate it. Travel to the alley. Talk to the guy in the dumpster - try various things till you find out he's addicted to chocolate. Go to Louie's and ask about chocolate - you'll get a cake. Go back to the dumpster and give the cake to the addict. He will now answer any questions you ask (and you must ask them all). He will also give you some more details of the suspect. Make a note of them. Now go to the police station and talk to Mac Malden. At first, no matter what you try, you'll get nowhere. Try again and, this time, fraternize: try A, C. You get more clues on the suspect. Go back to the office. Use the computer (turn it on) and click in the information you have. You should get a name and description. Go to the street and talk to Chelsee. Next, go to Coit Tower and talk to Beek - start off by giving him the slip you got in the mail for free cosmetic surgery. Next time you talk to him, he'll be full of information. You must trade on his gratitude at all times. After you've got some real info from Beek you'll know to go to the Sno White Laundry. The door should be open. Look around. Go up the stairs and look around. Downstairs, open the power box and pull the lever. Tilt up to see what happens over the stairs. Combine the battery you got from the radio with the doll you got from Rusty's - go up the stairs and use the results on the hook. Then rush down again and hide behind the boxes near the power box. Pull the lever. Watch what happens. Open the box near you and get the fireman's uniform - combine that with the mask you got from Rusty's. Get the keys from the table and and open the other box on the wall, then the one inside it. You wind up with some jade. Go to the office. That ends Day 1. DAY 2 Get the mail. Go to the Electronics Shop, talk to the guy. Use the credit card on the blue box to the right and get the fax. Go back to the office. You get a fax - examine it. Travel to the Countess. After all that (remember you need the job) go to Chelsee, speak to her and ask the new questions. Visit Beek. Go to Mac Malden and ask the new questions. Visit Rook. He will tell you about a mag - go to the alley, find the recycling dustbin and get the mag inside it. Read it and travel to the Alhambra Theater. Talk to the guy and give him the jade. Ask him about the mysterious artifact. Now you can go to the office and get a fax. Go back to Mac Malden and ask the new questions. You will find out about Knickerbocker. Go there and watch the sequence. Next, you go to the Electronics Shoppe. Talk to the guy using C, C, B, A. Buy the laser knife in the blue box using the credit card on it. Go back to the Knickerbocker. This time you get through automatically. Look around. Open the closet door and get the trap. Open the fish tank and use the toss ring on it. Examine the book on top of the bookcase and get the key. Go outside (carefully) and look at the far wall through the laser net - there is a box on it. Combine the dart gun with the dark and then use it on the box. Next, use the toss ring on the box. That sorted that out. Go along the corridor and turn into the first door to the left. Leave the other doors alone. Inside, look around. You will find the Birthday Fax on the floor by the table with the flowers (the birth date, you will have figured out, is 10.14.12). Get the chow from behind one of the green pyramid thingies - combine it with the trap and use it on the geigger in the cage. Look at the painting by the cabinet and move it to reveal a safe. To the right of it, slantwise, you will see a mirror. Move it and use the key you found in the book. Pick up the noose. Now open the safe and press Start, then type 101412, Enter. Get the card and the list. Go back to the Library. The bookcase has opened. Go in and find the pictures. Move one to the left and use the card in the panel. If you see a lever, leave it alone. Go to the entrance and face the laser cage. Move the empty case. Use the noose on the statue inside the cage. Go back to the office and watch the sequence. DAY 3 Go to Louie, who will direct you to Fran (at the Pizza parlour). Speak to her and be civil. She will ask you to get evidence against her husband. She gives you a piece of paper. Go to Louie again and speak to him about Sal. He will tell you he's just left and about the torn note. Leave and turn right. "Move" the lid of the dustbin and retrieve the pieces. Examine them. You have to put them together. Start with the top edge, you can actually read the words; next, try the left margin. The rest is easy. Once you've put the thing together, combine the note with the code Frannie gave you. Look at the note again and follow the instructions on the screen. Basically, you get a message giving you a location and a password (Silicon), namely: "We have confirmed your appointment with Chastity at the suite in the Golden Gate Hotel at the usual time. The password today is Silicon". Go to the Golden Gate Hotel and talk to the nut inside. Try again, this time using the fireman's uniform; be first kind and then authoritative. He lets you through. When you come to the panel by the door, just type in Silicon to get in. Look around. Go straight into the bedroom. Open the closet and get the champagne glass. Look at the desk and drawers, and note the locked one. Go out. To your right there is a table - get the gold foil from it. Now open the door to your right. This is the so-called Hot Tub room. Move the towel on the floor to reveal a drain. To the right of the door there is a mounted vase, look at it. Use the champagne glass in the tub and then on the vase. Watch. You get the cork, look at it. Go back to the bedroom and use the wire on the locked drawer; pick up the shoelace. Next, go out and turn left, going through the door to the piano room. You can actually play it. What you are looking for here is a deodorant, which is by the window to your right. Combine the shoelace with the deodorant (magnet) and go back to the Hot Tub. Use the magnet on the drain, and once you've got the screwdriver, use that on the drain to open in. Look inside and get the film. Travel to the Electronics Shop and buy the developping kit. Combine this with the film and you get some photos. Take those to Fran and she'll tell you about Pug. Go to Coit Tower and speak to Beek, who'll tell you where to find Pug. After getting all you can from Pug, travel to the Colonel. Watch the sequence. DAY 4 Travel to the Countess. Move the pile of trash by the table, in the middle, move near (tilt) and look at the ashtray. Turn around. Go to the wastepaper basket and look inside. Get torn note. Examine it to put it together. It goes something like this: "...circunstances - ...s are progressing smoothly ...delighted to hear that Murphy was able ...the final piece of our puzzle. He probably doesn't ...we repaid him by not killing him immediately ...he gets too nosy, don't be afraid to deal with ...meantime, go to the Bastion of Sanctity and" Unfortunately, though I patiently tried several times to piece the thing together every whichway, the program would not acknowledge that I had done so. May be there were more torn pieces elsewhere, though I could not find them. At any rate, it wasn't important to finish the game. Now look at the bird in the chandelier. Use the gold foil on it and watch. Pick up the cigarette case from the floor, by the table (to the left). Look at the mantlepiece and pick up the watch (you might have to stand on tiptoe - press SHIFT while moving). Examine these things. Travel to the Colonel's. Look at the display case and move the large grey jar to the bottom right to get the disk. Use it on the computer, turning it on first. Get all the info. Move the picture to the left of the door to reveal a safe. You'll note that the filing cabinet is locked. Look at the desk, open the drawers and take the greeting card and the envelope. Look at them. Go to the Colonel's girlfriend. Try C, C, C, B. Give her the greeting card. Ask about the Chameleon and the Colonel. Ask about the key and you'll get it. Get back to the Colonel's and use the key on the cabinet, to get some coded documents. Move the magazines by the door and get a receipt - look at it. Once more, go to Melahn's and use B. Ask her about the receipt and you'll get the combination to the safe (5-7-1). You know where to go: at the safe, turn the first dial 5 times, the second one 7 times and the third, 1 time. You get a code book. Combine it with the coded documents to get decoded files. Examine them. Travel to Alaynah Moore and talk to her. She gives you a passkey to GRS and you go there. This is where the nightmare begins. Save your game - first, I will give you the layout. You turn up in a hallway, the place is patrolled by robots which turn up only too frequently and kill you. There are two corridors, one to the right and one on the left. In the one to the right, the first door leads to Tucker's Office, the other to the Conference Room. In the one to the left, the first door leads to the Supervisor's Office and the other to R & D. In each of these places there are items to pick, but some won't appear until you've done something else. I will tell you what there is and what to do in each. The thing to remember is that the robots are going to turn up, so play it safe and hide after you've been around a while, or else Travel back to GRS. First, run (press R as you move) to the right and look at the panel by the door to Tucker's Office. To be safe, travel to GRS. Now take the corridor to the left and go to R & D. R & D ----- The place to hide is in the top right hand corner (looking from the door); press CONTROL while moving in order to crouch. When the robot is about to come in you will see that the panel TRAVEL cannot be used. Don't move till it pops up again, something which indicates that the robot has gone. Pick up the wrench laying on the floor, right in front of you and then go to Dubois desk (top right hand corner); that way you are ready to crouch if the robot comes in. You can actually take the pennant from the far wall from here - examine it and you will see it hides a computer access card. Use that on Dubois's computer and read all the info. Later on you will come here again and get a TV set from the desk in front of Dubois's (looking towards the door). To go to other rooms it is sometimes safer to Travel to GRS and go on from there. Supervisor's Office ------------------- Look at the safe to your right. Turn left and look at the High Security Area (HSA) and look at the vent. Use the wrench on it and then the geigger on the hole. You could, at this point, go and hide in the top right hand corner, crouching. I'll leave you to judge when to hide. Go into the HSA, look at the memo on the corner of the counter and take the mini-disk laying on top. Open the two left drawers of the desk and get the passkey and the laserdisk. Go out and stand in front of Eva's desk. Crouch and look under the table to find the computer access card. Use the card on the computer and then the mini-disk to get all the info. Get the passkey ready and run to... Tucker's Office --------------- Be quick; use the passkey on the panel, open the door and move in as soon as it starts opening. To hide, you have to crouch behind the plants. Look at the panel by the other door. Search the drawers of the desk; in the bottom left hand side one you will see a piece of paper with the numbers 142235. Go back to the Supervisor's office and open the safe by entering these numbers. Get the vial and go and get the TV from the R & D. Next, go the... Conference Room --------------- Here, you hide behind the desk, obviously with it between you and the door. Look inside the bottom left hand drawer and get the disk player. Combine this with the laserdisk and the TV. While here, turn on the video screen with the control on the conference table. Walk around it and look at the console under the screen and you will see that the panel is locked; it contains the video VCR. The key is on a ledge along the wall to the right of the door, under the portraits (right, that is, if you are looking at the door). Now go to Tucker's and use the combination on the panel - watch. Be very quick. Nip in and get the video tape and the statue. (There is a match, either here or in the office, and it is vital: sorry, but I forget where.) Get out, or hide, then come back and look inside the wastpaper basket. Get the shredded paper and go somewhere safe and hide. Piece the strips together. The first line starts: "Brother Marcus: We are seekers of purity who will abide no defect in" If you get that right, the rest will, of course, follow naturally. Examine the statue and you'll get the virus chip. Combine that with the watch and it will be safely hidden. Go and put the videotape in the VCR and activate it by pressing the control on the end of the conference table nearest the door. Watch. Now you can Travel to the office. Watch what happens there. DAY 5 Go to the Bastion. You'll have to move carefully here. Go along the corridor to the right and find the clamp stuck in the wall. Take it and keep going around the corridor till you come to a mask on the wall in a recess. Look at it and get the gem. Go along some more and you'll find a bungee string on the wall. Combine these three items to get a peashooter. Go back to the mask and look above it. There is an expensive vase here. Use the peashooter on it and go on up and around the corridor to the other side entrance to the hall. Combine the cigarette with the vial and then the match on that. Use the combination on the table of the hall. Watch what happens. When that is over, enter the hall and move the shield. Move the switch and the girl will be freed. Fob her off nicely and she'll give you a lead. Go to the Broken Skull; use these lines with the bartender: B, C, B, A, B. So now you know you need a token. Go to the Motel and talk to Alaynah. She will tell you that the token is a silver dollar. Go to Rook and ask him about it, and he'll give it to you. Go back to the Broken Skull and give the dollar to the bartender. She tells you to go in to Ferrel Pus. No matter what you say to him, you end up playing a game. I pressed the turbo button on my computer to slow the action, so I was able to keep my eye on the right ball quite well. But, before you choose, save your game - if you get it wrong, pick another ball, and so on. You have to play the game three times. At the end, you'll be sent to get a drink. Again, it doesn't matter what you do, so you might as well drink. DAY 6 You wind up in the Moon Child, in the Arboretum. Look at the leaves. Walk around to the right and find the rake - use it on the leaves. With your back to the entrance door, this is how you find the rest of your materials. To the left, a closet door will open to reveal some lighter fluid. To the left of the stone square, on the floor, you will find a stone. Right across the room, close to the wall, you will find a flint on the earth-supporting wall. Put the fluid on the leaves, combine the stone and the flint, and put the flame on the leaves. Watch. Now you have to find your way to the Stasis Room. Keep to your right. Don't enter any other room just now. Go in and you will automatically end up in front of the control panel. Turn the switch on. Move both sliders up slowly and bring them back if the yellow button at the bottom flashes. Press the buttons marked ADRENALINE and SHOCK. Every time you succeed, a red button lights up right at the bottom. Move the temp slider up carefully till the red button lights (if the yellow button flashes, pull it back). Press PENTATHOL and ADRENALINE. Move up the oxygen slider, as before. Another red button will light. Push both sliders to the top and press ADRENALINE and SODIUM BICARBONATE. This will do the trick. Watch what happens. Next, you have to find the Observation Room. Once inside, turn left and open the box with Eva's key. Move what's inside and get the computer - combine it with the chip. Get the glass from the table (examine the glass and you get a straw), move the plant pot to the right (seen from the door) and try to open the floor panel. You can't. Go to the door and use the straw in the small hole to the left of it. A computer appears. Leave this room and find the Residence Deck - don't go through, but pick up the pipe on the floor, right in front of the door. Back to the Observation Room, use the pipe to open the panel and get the cable. Combine it with the computer. Use all three together on the computer on the wall. Sit back and enjoy the finale. Watch the credits to the end to see some funny video clips. THE END This Article Copyright 1995 of Lu Richardson Written for Cheet Sheets Magazine.