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SPACE - Library 1 - Volume 1.iso
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hacker.sol
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1989-12-27
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I
HACKER
Part 1
HACKER, a graphic adventure by Activision, Inc., is a
frustrating, maddening challenge. As with most computer games
there may be several different ways to solve it. I played the
Apple Macintosh version which may differ from other versions of
the game. Please consider this walkthru as just one possible
solution.
LOGON PLEASE: Type anything -- "Activision", "Hacker","
Help", or just hit the carriage return. You'll be told that
you've made an error; but try again. Aftera few attempts at
this, the program will state that you are being disconnected and
a lot of garbage will appear on the screen. Don't give up; just
wait! Therewill be a Security System Malfunction
then...CONNECTION COMPLETE.
WELCOME TOMAGMA, LTD. (Remember the name of the company,
for you'll need to know it later.) After you have learned the
location of the test site, you can log on by simply typing in
AUSTRALIA. But please don't do this to start with for you will
miss alot of information which you need.
SRU TEST: A drawing of the Subterranean Remote Unit (SRU)
will appear on the screen. Model # AX-0310479 available for
clandistine operation. (Remember the model number.) You must
pass a test on identifying parts of the SRU. Pay close attention
and, unless you have a terrific memory, jot down the pertinent
data (especially the type of motovator).
MAPPING: A gridded map of the world will appear on the
screen with little squares indicating the location of all Magma,
LTD. Information Sites in use. The location of your SRU will
also appear as a little square. The SRU travels through an
intricate system of underground tunnels throughout the world.
You should map this tunnel system as accurately as possible so
you will know exactly how to get from one location to another in
the least amount of time. It's a good idea to jot down the
number of sound effects "bleeps" from one location to another on
the map because later in the game your Telemetry Guidance System
will become inoperative and you will no longer be able to see the
location of your SRU. Also, it is through mapping that you will
most likely learn the location ofthe test site.
MISSION: You will learn that some spies have stolen the
pieces of a shredded document which contains proprietary
information concerning "The Magma Project."
Your mission: Use the SRU to negotiate with the spies for
the return of all the pieces of the document. You will begin
with a standard amount of cash with which you must buy pieces of
the document (evidence) or buy merchandise which can be traded
for evidence. Some spies will take merchandise which other spies
require so you must learn what each spy requires. Buy only the
merchandise you need or you will run out of money.
NEGOTIATING WITH SPIES: When you reach an Information Site,
you must surface and CALL the spy. CLL is the abbreviation for
CALL. If it's dark in a location,you must first activate your
Infrared vision. The abbreviation for Infrared is IR. After he
is called, the spy will start walking toward you. You can speed
things up by traveling east to meet him. He will converse with
you in his native tongue. Offer either money or merchandise for
his piece of the document. He will offer merchandise for sale;
buy it only if you need it.
ORDER OF LOCATIONS: This is the order in which you should
negotiate with the spies: (1) Switzerland, (2) Egypt, (3) Greece,
(4) India, (5) New York, (6) Japan, (7) China, (8) Caribbean, (9)
London, (10) San Francisco, and (11) Washington, D.C.
HACKER
Part 2
SECURITY SATELLITES: Fairly early in the game a security
breach is detected and Security Satellites are activated. You
can avoid the satellites by surfacing (they can't spot you above
ground). However, if you are spotted by a satellite you must
respond with the proper password or be terminated. By this time
you have been given all the information you need to make the
proper responses; but,in case you missed it, the passwords are as
follows:
Level 1 Security Check(Identify company name), MAGMA, LTD.;
Level 2 Security Check (Identify SRU ModelNr.), AX-0310479;
Level 3 Security Check (Identify Motovator type), HYDRAULIC;
Level 4 Security Check (location of test site), AUSTRALIA.
SPY REQUIREMENTS: This includes what you should give to
each spy and what you should buy from him.
(1) Switzerland: trade money for evidence; buy chronographand
deed to Swiss Chalet.
(2) Egypt: trade chronograph for evidence; buy scarab and
statuette of Tut.
(3) Greece: trade statuette of Tut for evidence; buy nothing.
(4) India: trade scarab for evidence; buy nothing.
(5) New York: trade deed to Swiss Chalet for evidence; buy uncut
diamond.
(6) Japan: trade diamond for evidence; buy pearls and camera.
(7) China: trade pearls for evidence; buy jade carving.
(8) Caribbean: trade camera for evidence; buy nothing.
(9) London:trade jade carving for evidence; buy Beatles' album.
(10) San Fransisco: trade album for evidence; buy nothing.
(11) Washington, D.C.: give all evidence to secret agent; reap
your reward.
RUNNING OUT OF TIME: I found three things caused me to run
out of time: wrong routing, backtracking and surfacing to avoid
satellites, and getting lost. If you have worked out the
requirements for each spy, have mapped your routes properly, and
know the satellite passwords, you should have enough time to
complete your mission. If you have done all this but are still
running out of time, you should look for a shortcut. The best
shortcut is a route from China to the Caribbean that actually (to
me) looks longer but saves considerable time. Counting each
"bleep" as a move, go south 6 from China to Australia. Then
workyour way around Australia to the lower edge of the map by
going east 4, north 2,east 4, south 2, east 2, south 2, east 2,
and south 2. Then move east 12 to thetip of South America. From
there it's north 6 to the Caribbean.
THE ENDING: The game has a good ending with lots of praise,
a newspaper article, and a printout for you. So stick with it
and be a hero!
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