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- ****** THE COUNTDOWN SOLUTION ******
-
- COUNTDOWN
- Part 1
-
- GENERAL
-
- In COUNTDOWN, you are a secret agent working for the CIA, one of the good guys.
- Unfortunately, that's about all you know when the game begins. You see, you're
- in this prison/hospital known as the "Sanctuary." You've been hit hard on the
- head, and although not much damage has been done, you are suffering from
- amnesia. Worse yet, you've been scheduled for a lobotomy in the morning. Your
- job...well, okay, _our_ job is to escape from the Sanctuary, regain your
- identity, and get even with the person who struck you. (Be prepared to take on
- something much bigger and more sinister.)
-
- Mostly, the puzzles in this game involve searching a series of rooms. You will
- be MOVEing, OPENing, and GETting various items, as well as USEing them. The game
- does not give clues to indicate which items need to be manipulated. You must be
- very thorough and persistent to win. This walkthru, therefore, consists mainly
- of all the actions that need to be accomplished, but very little explanation.
-
- A lot of the important objects in COUNTDOWN are depicted with so little detail
- that it's often difficult to recognize them for what they are. In this walkthru,
- I'll try to describe the onscreen locations of the objects. If you have
- difficulty finding an item to MOVE or OPEN, try moving the cursor around likely
- places until you find it.
-
- TALKing to the various characters can be a real pain. Several of them will not
- answer your questions or will even kill you if you do not APPROACH them in just
- the right way. The walkthru will provide the right conversation sequences
- whenever necessary. If such a sequence is not given, then you are safe to use
- either the HELP or PLEASANT approach. After the correct approach has been made,
- be sure to ASK ABOUT everything available on the list. This is not only
- necessary to solve the game, but it is vital in understanding the story.
-
- And what a story! This game has an excellent plot. When I was playing the game,
- I had more fun watching the story unfold than solving the puzzles. In the
- walkthru, I will intentionally leave out most of the plot. I want you to get the
- help you need with the puzzles and still be able to unravel for yourself the
- engaging story contained in this game.
-
- SANCTUARY
-
- You are locked in your room in the Sanctuary. The first order of business is to
- get out of the room and explore the rest of the territory. LOOK CHART. Wow! What
- a great animated sequence. This is one of several flashback sequences in the
- game. It's a clever way to show how your memory is returning, Hollywood style.
- GET CUP and GET KEY (a glint under the bed). USE CUP on BUG (flying around on
- the right near the window). TALK to GUARD who appears outside your door
- periodically. You can try HELP and PLEASANT, and ASK ABOUT everything listed.
- OFFER BUG to the guard. LEAVE the conversation. Wait until the food arrives. GET
- KNIFE (to the right of the food tray). Use the mouse or the arrow key to walk
- your character close to the window. USE KNIFE on WINDOW to cut open the security
- screen. GO TO WINDOW.
-
- You are out on the ledge just outside your window. You will have to find
- something fast to take your place in the room so that the guard will not get
- suspicious. MOVE and OPEN the second WINDOW to the right. GO TO WINDOW. You are
- in an empty room. From this point on, each time you are ready to leave a room,
- be sure to save your game. There are guards patrolling throughout the Sanctuary.
- If they see you, you'll be recaptured, and that's the end of the game.
-
- They are very punctual in their rounds. Each time you leave a room, note the
- time as indicated at the top right of the screen. If you should run into a
- guard, restore the game, and this time, wait a few extra seconds before leaving,
- or move in the opposite direction, and you should be able to avoid capture. It
- can be quite frustrating, but unfortunately, it's part of the game.
- Okay, let's pick up where we left off. You're still in the empty room. OPEN
- DOOR. GO TO DOOR. Once outside the room, go east to the intersection, then north
- to the end of the hallway. OPEN the DOOR to the north. GO TO DOOR. There is a
- CPR dummy here. GET CPR DUMMY. OPEN DOOR. GO TO DOOR. (Don't forget to save your
- game first. This is the last reminder.) Move east and south to the intersection.
- Go west and GO TO the first DOOR on the south. You're back in the empty room
- again. GO TO WINDOW to get back out on the ledge, move two windows to the left,
- and GO TO WINDOW. You're now back in your own room. USE CPR DUMMY on BED. Whew!
- Now, at least, you won't have to worry about the guard checking up on you.
-
- Go out the window and return to that empty room again. OPEN DOOR. GO TO DOOR.
- Right across the hall from you is an open door. GO TO DOOR. This is a closet.
- GET SCISSORS (hanging on the side of a shelf above a mop). GET BLANKET (second
- shelf from the bottom to your left). GO TO DOOR.
-
- Go east to the intersection. There's a door to the east. OPEN DOOR. GO TO DOOR.
- You find a naked man locked behind a viewing window. There's an intercom to the
- right of the window. TALK INTERCOM. You need to use three different sequences:
- PLEASANT PLEASANT; PLEASANT HELP PLEASANT; HELP PLEASANT PLEASANT. Then, OFFER
- BLANKET. ASK ABOUT everything. LEAVE the conversation. You get quite a bit of
- information and also a possible way of escape. Now, if you can just find this
- Barney guy that he told you about.
-
- OPEN DOOR. GO TO DOOR. Go north to the end of the hall, then go west. You see
- stairs going up and down, and a hallway leading south. Take the southern hallway
- until you see the third door to the west. OPEN DOOR. GO TO DOOR. Hm, the
- initials "B. S." are carved on the wall. This must be Barney's room. MOVE
- PILLOW, GET KEY (under pillow), MOVE PICTURE, and LOOK at WRITING (behind
- picture). Aha, a clue to the escape route! OPEN DOOR. GO TO DOOR.
-
- Go north and take the stairs going up. Go south, then follow the hallway to the
- east. OPEN the first DOOR to the north. GO TO DOOR. Apparently, this is a
- changing room. There are several lockers here. USE KEY on LOCKER (the third one
- from the right) and GET BAG. You found a little money in the locker. MOVE TOWEL
- (the one on the bench) and GET KEY (under the towel). USE KEY on LOCKER (the
- fifth one from the right) and GET BOOTS. Before you go, LOOK at BLOOD (on the
- floor near the dumpster) to see another flashback. OPEN DOOR (the one to the
- north). GO TO DOOR.
-
- Go west and follow the hallway going south. OPEN the first DOOR to the east. GO
- TO DOOR. This is a supply room and it is very dark in here. There's a magazine
- on the second shelf against the wall. OPEN MAGAZINE. You learn that this
- building was originally a monastery, and there is an underground catacomb. GET
- CROWBAR (sticking out of a drawer on the right side of the screen). USE CROWBAR
- on BOX (above the short file cabinet on the left side of the screen). GET HOOK.
- OPEN DOOR. GO TO DOOR.
-
- Go north and take the stairs going down. Go downstairs one more time. Follow
- the long hallway going south, then turn east, and go all the way to the
- southeast corner of the floor. Along the eastern wall there are four doors --
- each leads to an operating room. OPEN the second DOOR from the south. GO TO
- DOOR. There is a box on the floor. OPEN BOX and GET FLASHLIGHT. OPEN DOOR. GO TO
- DOOR. Go north until you see the fourth door. OPEN DOOR. GO TO DOOR. There is a
- dart board on the wall with a scalpel. GET SCALPEL. OPEN DOOR. GO TO DOOR.
-
- Go west toward the stairs and take the south hallway just before the stairs.
- OPEN the first DOOR to the west. GO TO DOOR. This is the evil doctor's office,
- and he is sitting in his chair, taking a nap with a wine bottle in his hands.
- Nice guy! LOOK at NEWSPAPER (on the floor).
-
- Learn about the upcoming presidential election and a terrorist group called
- Black December. I told you you'd be up against something very sinister, didn't
- I? OPEN DRAWER (the second drawer of the file cabinet to the left). LOOK at
- DRAWER to get some information about Jack Quinn. GET KEY RING (from the doctor's
- desk). MOVE PAINTING (in the middle of the screen). LOOK at WRITING (behind
- painting). A safe combination? So is there a safe around here? MOVE BOOKS
- (second shelf of the bookshelf). Aha, a safe! OPEN SAFE and GET MONEY.
-
- Now, it's time to grill the doctor to get some vital information. Specifically,
- you must find out who was standing next to him in your first flashback;
- otherwise, you will not be able to leave the Sanctuary. USE SCALPEL on DOCTOR.
- PLEASANT HASSLE HASSLE. ASK ABOUT everything. LEAVE the conversation. You have
- done all you need to do in the Sanctuary. It's time to escape. OPEN DOOR. GO TO
- DOOR.
-
- Go north and take the stairs going down. This must be the basement of the
- Sanctuary. There's only a single door here and it's locked. It's a good thing
- that you found the key in Barney's room. USE KEY on DOOR. GO TO DOOR. You find
- yourself in another dark room where you can barely make out a furnace. LOOK
- carefully near the middle of the screen. There is a phone box here. OPEN PHONE
- BOX and USE SCISSORS on PHONE BOX. You have to cut the communication between the
- Sanctuary and the outside world; otherwise, you'll be recaptured once you
- escape.
-
- MOVE COAL (near right center screen). GET PICK (it appears after you move the
- coal). LOOK at the hole just above the initials "B. S." Walk as close to the
- hole as possible. USE PICK on HOLE, then GO TO HOLE.
-
- You're in a small maze, the underground catacomb mentioned in the magazine. The
- maze is not too complex but you may want to map it. Giving directions is very
- difficult, but here goes. Take the first possible east corridor. There's a short
- jog to the south, after which take the first east corridor again. You come
- across a pool of water, then the corridor turns south. Turn east again as soon
- as you can. Follow this trail, which will lead you to a casket. Go east from the
- casket until you reach an intersection. Turn south and go as far as you can,
- making no other turns. At the end of this, jog west, then south. Here you should
- see another passage leading south just to the right of you, with a heart-shaped
- pool in it. Take that passage and follow it all the way to the exit. GO TO
- DOORWAY.
-
- You are now in a wine cellar and there's a dead body here. Could this be
- Barney? GET RAG (on the floor near the wine rack) and USE RAG on PLAQUE (to the
- right of the wine rack). So, there is a secret door here? Now, how do you know
- which four bottles to move? MOVE CRATE (on the floor to the left of the wine
- rack). A second plaque! LOOK at second PLAQUE. So, the monastery was founded in
- the year MCDXXXIII. That translates to 1433. That's the clue to the wine
- bottles. Always counting from the left, MOVE the first BOTTLE on the top shelf,
- MOVE the fourth BOTTLE on the second shelf, MOVE the third BOTTLE on the third
- shelf, and MOVE the third BOTTLE on the bottom shelf. Voila! A secret door
- appears on the right side of the screen! Just one more thing to do before we
- leave: USE CROWBAR on CRATE (the one in front of the dead body). GET WINE. GO TO
- DOORWAY (right of screen).
-
- Boy, is it dark out here. You can hardly see anything. LOOK at WALL (center of
- screen and slightly above you). There are some notches on the wall. Walk as
- close to the wall as you can, and USE BOOTS on WALL. Move the cursor to the top
- of the screen above your character, and click it to make your character climb up
- the wall. Continue until you are near the top and can move no farther. USE HOOK
- on TOP. Okay, you have climbed the cliff and are now outside the Sanctuary.
- There are two cars here. How considerate of them to provide you with a getaway
- vehicle. LOOK at CAR (the one on the left) to experience another flashback. USE
- KEYS on CAR DOOR. Finally, the great escape is successful, and you're on your
- way!
-
-
-
-
- COUNTDOWN
- Part 2
-
- MASON'S APARTMENT
-
- From the destination menu, select Mason's apartment by train. LOOK at PHOTO (on
- the floor, center of screen). That's a nice picture of Lisa Loomis, a fellow CIA
- agent and your girl friend. LOOK at WORK (on the desk) to learn more about Black
- December and a new character, Stormbringer. GET BATTERY (on top of the
- television). MOVE the left PILLOW and GET KEY (under pillow). MOVE the FLOWER
- POT (on top of the ice box). GET CAD (Computer Access Device). GET CRACKER (on
- the kitchen table). USE KEY on CAGE DOOR (the bird cage in the kitchen, right
- side of screen).
-
- As soon as the cage door is opened, the parrot flies out and starts to insult
- you. Getting upstaged by a bird...this is a new low for you. LOOK at BIRD. It's
- carrying a key! USE CRACKER on BIRD. You may not have noticed it, but the bird
- just dropped the key on the kitchen counter. GET KEY and USE KEY on DRAWER (top
- right drawer of the desk). LOOK at DRAWER and you see the word DOLPHIN. This is
- the password you need to use the CAD. USE CAD and type in the password
- "Dolphin."
-
- Choose Research and select everything on the list to get more of the story.
- When done, EXIT out of the CAD menu. You can also open the ice box for a point.
- Later, after you've found some explosives, you can come back and blow up the
- bird for 10 points more. Now, what does that tell you about COUNTDOWN's author?
- Oh well, different strokes, and all that. For now, OPEN DOOR, GO TO DOOR, and
- leave.
-
- When you get back to the travel menu, you will be informed that you have E-mail
- waiting. Select USE CAD SYSTEM and READ the E-mail. When you are finished,
- select McBain's apartment as the destination.
-
- MCBAIN'S APARTMENT
-
- GET KEY (on the floor, near the window, next to the chair). LOOK at STATUE and
- MOVE SHIELD (on the statue). A keybox appears on the statue as soon as you move
- the shield. USE KEY on KEYBOX. The fireplace moves up and a fancy computer
- station is revealed. MOVE SWITCH (on the computer). LOOK at COMPUTER.
- Interesting. McBain had information about Black December's possible strike
- points and the code-name of the operation: Thunderbolt.
-
- LOOK at EXPLOSIVES (right bottom shelf of the computer) and GET EXPLOSIVES.
- LOOK at the NOTEPAD (on the desk) and GET NOTEPAD. LOOK at BOX (second shelf on
- the bookshelf) and GET BOX. You get more money and a passport that will allow
- you to travel to other countries. MOVE SHELF (the entire bookshelf) and you find
- a safe! LOOK at SAFE. This is one elaborate safe that even Alexander Monday
- would have trouble opening. Well, we can always do it the hard way. USE
- EXPLOSIVE on SAFE. (Note: The explosives have a 10-second delay, so be patient.)
-
- LOOK at BOX (in the safe). It contains a dossier on Iraqi agents in Israel. USE
- CAD on NOT, then ANALYZE NOTE. ENHANCE. I need to point out something very
- important here. Do _not_ use the mouse to click the CAD "+" button to enhance.
- Instead, tap the "+" key on your keyboard slowly until the hidden writing is
- clearly legible. Make sure you do it this way anytime you use the CAD to enhance
- anything.
- Once the handwriting is clearly readable, read the message, and exit the CAD
- without changing the enhancement. The message is to Rachel Akure to set up a
- meeting. Perhaps it will be to your benefit to go pay her a visit. One last
- thing before we leave here: LOOK at WINDOW and get another flashback. (Isn't
- that great? I never tire of watching these nifty animations.) GO TO DOOR. Before
- we visit Rachel in Jerusalem, let's go see Lisa Loomis, who is nearby in
- Istanbul.
-
- LISA LOOMIS
-
- Use any approach you like with her, then ASK ABOUT everything possible. This
- should move the story along nicely, and she's nice to look at, too, isn't she?
- LEAVE the conversation. Select USE CAD. Research on any new names that you
- picked up. EXIT CAD. Choose Rachel Akure as your next destination and go by
- plane.
-
- RACHEL AKURE
-
- Rachel is another pretty lady, but deadly. She does not seem to be very fond of
- you. OFFER the DOSSIER to get her to answer your questions. ASK ABOUT everything
- possible. OFFER her $500 to get a hypodermic dart filled with sodium thiopental
- (truth serum). That's about all you can do with Rachel. LEAVE the conversation.
- Your next destination is Cairo, Egypt. It's time to pay Fontaine a visit to find
- out why he asked the evil doctor to "take care of you." By all means, take a
- plane.
-
- FONTAINE
-
- Once you reach this location, OPEN DUMPSTER and GO TO DUMPSTER. If you don't,
- Fontaine will shoot you on sight! Stay in the dumpster and wait until the hitman
- stops right in front of it. Now, quickly, USE DART on HITMAN. TALK to HITMAN.
- Fontaine is under the influence of the truth serum and will answer all your
- questions. So, ASK ABOUT everything. When you ask him about Black December, he
- will give you the location of their headquarters. LEAVE the conversation and GO
- TO STREET (left edge of the screen). Your next destination is Black December's
- headquarters in Athens, Greece. Go ahead and splurge; take a plane.
-
- HEADQUARTERS
-
- Be sure to save the game first because this series of moves requires timing.
- Notice that the corridor on the right side of the screen leads back to a door.
- There is a disassembled catapult near the center of the screen. A guard comes
- out of the door regularly to make patrol rounds. You are safe as long as you
- stay near the catapult.
-
- There is a big rock about halfway down that corridor. Get a fix on the location
- of the rock. Have you gotten all that? This is what we have to do. First, wait
- until the guard has made his round and is walking back towards the door. Move as
- quickly as you can to the rock. GET ROCK. You have to be right next to it to be
- able to get it. Now, make your way back to the catapult. GET CATAPULT ARM (left
- of screen). USE CATAPULT ARM on CATAPULT. MOVE LEVER (there is a black lever on
- the catapult, to the left). USE ROCK on CATAPULT. The catapult is now set to
- fire. Select MOVE, put the cursor on the black lever, and click once so that you
- only need to click the mouse one more time to activate it. Wait until the guard
- comes out of the door and walks to where the big rock used to be. Click the
- mouse to move the lever which flings the rock at the guard. That is one squashed
- guard! Satisfying, no? Save the game again.
-
- OPEN DOOR. Note the time indicated at the top right of the screen. GO TO DOOR.
- There is another guard here. When you enter the door, you need to catch him
- walking to the right, with his back toward you. Use your saved game until you
- get the timing right. Once you are safely inside, move to the right, and enter
- the room where you see a hostage sitting, and hide behind the wall. The guard
- will move up beyond the top of the screen, then return, and start walking to the
- left. As soon as he makes his move to the left, dash up to the top the screen,
- and enter the room to the right where there is a safe.
-
- Don't bother with the safe for now, just hide behind the wall. See that monitor
- near the center of the screen? Select USE EXPLOSIVES, move the cursor to the
- monitor, and click once. Wait until you see the guard again. As soon as he
- reappears, click one more time to activate the explosives. Ten seconds later,
- just as the guard is standing right next to it, the monitor blows up, and takes
- the guard with it. Neat! Now, you have plenty of time to do what you need to do.
-
- Go back and TALK to the HOSTAGE. He is more than happy to answer your
- questions. ASK ABOUT THUNDERBOLT and learn about Jackal. ASK ABOUT BLACK
- DECEMBER and obtain a photo from the hostage. LEAVE the conversation. USE CAD to
- ANALYZE the PHOTO. Enhance it to the maximum size, and look at the tattoo on the
- arm of the man on the right side of the photo. Exit the ANALYZE option and
- RESEARCH JACKAL to get the name of his control agent: Carlos Ramirez. RESEARCH
- CARLOS. TRAVEL. Take a plane to visit Carlos in Barcelona, Spain.
-
- CARLOS RAMIREZ
-
- OFFER $300 to Carlos to get a lockpick. You will need it to open the safe in
- Black December's headquarters. You also need to get some information from
- Carlos. BLUFF BLUFF PLEASANT PLEASANT. OFFER WINE. ASK ABOUT everything, and, in
- particular, JACKAL and SCORPIO. Carlos will tell you about Scorpio's girl
- friend, Golden Desire. Be sure to ASK ABOUT GOLDEN DESIRE as well. LEAVE the
- conversation, and return to Black December's headquarters. We have a safe to
- open.
- BLACK DECEMBER'S HEADQUARTERS (SECOND TIME)
-
- This time there are no guards to hassle you. GO TO DOOR. Go right and up until
- you see the safe. USE LOCK PICK on SAFE and GET NOTE. USE CAD to ANALYZE NOTE
- and ENHANCE NOTE. This is the bomb disarming instruction which may just come in
- handy later in the game. Perhaps you should write it down. TRAVEL. Let's take a
- plane to pay a visit to Golden Desire in Venice, Italy.
-
- GOLDEN DESIRE
-
- TALK to BARTENDER. It's obvious what this guy wants. OFFER him $500, then ASK
- ABOUT SCORPIO and GOLDEN DESIRE. LEAVE the conversaton. GO TO DOORWAY on right
- side of screen. With the help of the bartender, you now see Golden Desire
- sitting there waiting to talk to you. TALK to WOMAN. ASK ABOUT SCORPIO and
- JACKAL. LEAVE the conversation.
-
- There's a blackjack machine here. You can play if you want, although you have
- plenty of money to finish the game. Do keep track of the time if you really want
- to gamble. There is a doorway here leading to the dressing room of Golden
- Desire. There is also a big bodyguard standing right in front of it. Be patient.
- If you wait long enough, the bodyguard will leave. After the bodyguard leaves,
- make sure that Golden Desire is either dancing on stage or still sitting in the
- chair. GO TO DOORWAY.
-
- You are now in her dressing room. OPEN BOX (on the floor). It is a make-up kit.
- GET BOX. LOOK at ASHTRAY (on the table). LOOK at JEWELRY BOX (left side of
- table). GET KEY (on top of the door on the left of the screen). USE KEY on
- JEWELRY BOX, GET KEY (from jewelry box), and USE KEY on right top DRAWER of the
- table. GET STATIONARY (in the drawer). USE CAD to ANALYZE STATIONARY. Here you
- learn that Scorpio is not dead, and he has a Russian friend named Buzz Brezhnev.
- RESEARCH BUZZ. EXIT CAD. OPEN DOOR (the left one). GO TO DOOR.
-
- You are outside the dressing room again. GO TO DOORWAY to the left. TALK to
- BARTENDER and ASK ABOUT GOLDEN DESIRE and BUZZ BREZHNEV. The bartender knows
- where Buzz lives. LEAVE the conversation. You may return and ask Golden Desire
- about Buzz, but it's not necessary. TRAVEL. Go pay Buzz Brezhnev a visit.
-
- BUZZ BREZHNEV
-
- OFFER $300 to Buzz for three capsules containing ambobarbital, a knock-out
- drug. Then HASSLE HASSLE HELP. ASK ABOUT SCORPIO. Buzz tells you that Scorpio is
- right here in Venice. Good. Guess where you'll be going next?
-
-
-
- COUNTDOWN
- Part 3
-
- SCORPIO
-
- You finally get to meet Scorpio. At least he is very willing to answer all your
- questions. ASK ABOUT everything. He does have a lot to add to the story
- developed so far. LEAVE the conversation. You have E-mail waiting again. Select
- the CAD function and READ your E-mail. Travel to Rome to see Lisa Loomis.
-
- LISA LOOMIS (SECOND TIME)
-
- Lisa tells you that you must go get Hakeem Ababash, a CIA informant. But first,
- Jack Quinn wants to see you. LEAVE the conversation. Visit Jack Quinn.
-
- JACK QUINN
-
- Not a whole lot to do here except to ASK ABOUT everything. LEAVE the
- conversation. Travel to the Colosseum, the meeting place you and Hakeem had set
- up.
-
- COLOSSEUM
- Save the game here. It sure looks like a set-up, doesn't it? You were ambushed,
- you find yourself hanging above a hungry tiger, and the rope is getting burned
- through by a candle. Notice that the tiger cell is on the right side of the
- screen, and there are two doors separating the cell from the main pit area.
- There is also a lever on the wall. As soon as the candle burns through the rope
- and you fall to the ground, walk inside the tiger cell. MOVE LEVER to close the
- doors. You are safe from the tiger for the time being. You may want to save the
- game here again.
-
- Move to the north end of the cell, and when the tiger is walking away from you,
- MOVE LEVER to open the doors. Stay inside the cell but close to the door and
- wait for the tiger. The tiger will enter the cell through the south door. As it
- is entering the door, move out of the cell through the northern door, and MOVE
- LEVER quickly to trap the tiger in the cell. GET ROPE, MOVE BONE (left side of
- screen), and GET HOOK (behind bone). Walk as close to the window as you can,
- then USE ROPE on WINDOW.
-
- You are inside a torture room and poor Hakeem is hanging here, dead. GET BAG
- (near the window). MOVE SACK (middle of the floor), GET POSTCARD (behind sack),
- and LOOK at NEWSPAPER (on the table). Hm, the president of the United States is
- in Paris. You don't suppose the terrorists' plan has something to do with that,
- do you?
- GET BLUEPRINT (on the table) and USE CAD to ANALYZE the POSTCARD. There is a
- microdot in the middle of the postcard. ENHANCE the postcard until you can
- decode the microdot. So, Jackal is on the Orient Express with a second device,
- and the first device is already installed? This whole operation is becoming very
- clear now. You must intercept Jackal, and find and disarm the device already
- installed. MOVE STONE (just to the left of the knee of the body) and a secret
- door appears. OPEN DOOR. GO TO DOOR. You have E-mail waiting again. Choose the
- CAD function and READ the E-mail. Good reliable Lisa, always with your interest
- and safety at heart. Select Belgrade train station, Yugoslavia by plane. You
- have a date with Jackal.
-
- ORIENT EXPRESS
-
- LOOK at NEWSPAPER. Move right until you see a telegram on the floor next to an
- ashtray, then LOOK at TELEGRAM. So, Jackal is disguised as a priest? GET
- TELEGRAM. Move right until you are at the end of the car. GO DOORWAY to enter
- the next car. Go to the fourth cabin. OPEN DOOR. GO TO DOOR. Jackal is here and
- he is eating a meal. Pretty obvious what you can do here, isn't it? But first,
- you must get him out of the room. TALK TO MAN. BLUFF HASSLE HELP. Good, he's
- gone now. USE KNOCKOUT CAPSULES on FOOD. GO TO DOORWAY.
-
- Move right until you get to the end of the car. GO TO DOORWAY to enter the next
- car. This is the cargo area. Retrace your steps and return to Jackal's cabin.
- Obviously your capsules did their job. GET CLOTHES (the clothes Jackal is
- wearing). You are now disguised as a priest. OPEN ATTACHE (on the empty seat).
- It is full of money. GET ATTACHE. OPEN the left OVERHEAD COMPARTMENT. GET TOOL.
- GO TO DOORWAY.
-
- Move right to get to the cargo car. GO TO DOORWAY. Once in the cargo car,
- continue to go right until you see a flat crate on the floor. USE TOOL on CRATE.
- GET EXPLOSIVE. The game will automatically take you to the next scene.
-
- GINA
-
- She is the contact Jackal was supposed to meet. BLUFF BLUFF. OFFER ATTACHE to
- Gina. LEAVE the conversation. You are getting close. The only thing left to do
- is to get to the bomb and disarm it before time runs out.
-
- ENDGAME
-
- LOOK at SHAFT (near the center of the machine). There is a gear missing here.
- GO TO DOORWAY (left side of screen). Here is a channel where sewage flows
- through. If you can just close the big trapdoor and stop the flow, you should be
- able to cross the channel. There is also a gear sitting at the corner against
- the wall. GET GEAR. GO TO DOORWAY to return to the machine room. USE GEAR on
- SHAFT. MOVE SWITCH. Good, the machine is running again. GO DOORWAY. Just as
- planned, the machine shuts the trapdoor and cuts off the flow. GO TO CHANNEL. GO
- TO LADDER.
-
- The ladder leads you to a room. There are two doors here. The one on the left
- leads to a corridor filled with guards who have been instructed to shoot first
- and ask questions later. The door on the right is nailed shut. That should not
- be a problem. USE EXPLOSIVES on DOOR (the one on the right). GO TO DOORWAY. In
- this room, there is a big elephant statue in the middle. MOVE ELEPHANT. MOVE
- STONE (the one that was originally behind the elephant). You have found the
- bomb! LOOK at BOMB. You are now looking at a closeup of the bomb. The bomb has a
- front panel fastened in place by four screws. USE SCREWDRIVER on SCREW until all
- four screws are removed, then save the game quickly.
-
- Once the panel is removed, you see a 60-second timer counting down to zero. You
- also see three dials and three wires. Remember the disarm instructions? I told
- you they would come in handy. USE SCREWDRIVER on RED until the notch is at the 6
- o'clock position. USE SCREWDRIVER on BLUE until it is at 3 o'clock. USE
- SCREWDRIVER on GREEN until it is at 9 o'clock. Now, all you have to do is cut
- the three wires in the right sequence. What sequence, you ask? Well, there are
- only three possible combinations. Find out for yourself! Okay, okay. USE
- WIRECUTTERS on GREEN WIRE. USE WIRECUTTERS on RED WIRE. USE WIRECUTTERS on BLUE
- WIRE. Be sure to accomplish all these things before the timer reaches zero.
- Now sit back and enjoy one the longest conclusions I have seen in an adventure
- game. And that's a pretty good surprise at the ending, too, wouldn't you say?