home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Shareware 1 2 the Maxx
/
sw_1.zip
/
sw_1
/
COMMGAME
/
MARMEM.ZIP
/
MARMEM.WLK
Wrap
Text File
|
1992-01-14
|
28KB
|
521 lines
MARTIAN MEMORANDUM
Shaking the cobwebs from my head, I decide to get back to business. I GET
the mail laying by the door and find $1,000 cash. I remembered to wash my
gun last night, so I GET it from its hook to the left of the door, then GET
the bullets sitting on the top shelf behind my desk. Figuring I should
check in with my girl-Friday, Stacy, I GET the comlink from the chair by
the window. What I didn't need was a new case, but I USE the comlink and
Stacy has a client -- one of the biggest. Before heading out, I GET the
red lockpick kit from the shelf behind the desk, too. Then, I TRAVEL to
Terraform.
Terraform #1
I walk into the reception area. I take a second to look at the secretary;
she's a professional all the way, until you see the smolders in her eyes.
Her name is Rhonda, and she is worth some time, but I had a client. I
TALK to her using Response 1, and GO TO doorway once she opens it. It's
dark in Marshall's office; I can barely see the man sitting behind the
desk, let alone TALK to him. He promises to fax me some leads, so I exit
by GOing TO the left edge of the room.
Back in the reception area, I decide to talk to Rhonda, but after I clean
up. The door to the left is obviously a washroom; I MOVE the button to the
door's right, then GO TO open door. The place is cushy; the towels are so
plush I MOVE one just to see whether it floats away. An earring drops out,
which I GET. I GO TO doorway, and TALK to Rhonda. I OFFER her the earring
and use Response 1. It's a date. I USE the comlink; Stacy gives me the
address for Rockwell Bache, Jacques Sparrow, Mac Malden, and Alexis
Alexander. I TRAVEL to the scene of the crime.
Alexis's place
I LOOK at a piece of paper to the left of bed; it has TMS written on it.
One side of the bed is messy. I MOVE the bed's right edge, then OPEN the
card file box and LOOK in it to find Chantal Vargas's address. There's
nothing else, so I TRAVEL to Jacques Sparrow's.
Jacques Sparrow
Having the lockpick, a locked door doesn't stop me. Guy's a pervert;
I've dealt with this type before, so I give him Response 3 1 1 1 1, and he
starts to cooperate and let me TALK to him. I learned that Chantal,
ex-roommate of Alexis, was heavy into drugs. Something about Chantal's
address rang a bell; on a hunch I OFFER Jacques some cash and purchase a
roll of film, then I TRAVEL back to my place.
Tex's Office
USEing the comlink, Stacy tells me that TMS is the Mars shuttle. I GET
my camera (sitting on the right file cabinet), and GET the red cylindrical
lens from my desk. I USE the camera on the tripod to the right, then USE
the film on the camera. Finally, I MOVE the switch just to the left of the
file cabinets. This raises the blinds so I can see the building across the
way. LOOK camera.
Using the 4 arrows surrounding the words SHOOT PHOTO, I move the view.
I pan the camera down 1 level, then go to the right 2 windows. My hunch
pays off: on the right there's a smaller window with a girl dancing. But
it's the larger window, where I see her giving something to two men, that
I SHOOT PHOTO. I suspect that is Chantal, making a drug buy. I EXIT the
view and GET the developed photos on the ground by the tripod, and TRAVEL to
CHANTAL VARGAS.
Chantal Vargas
She's giving me problems, but I give her Response 2 2, then OFFER photos.
I ignore her comments knowing she'll TALK now. I ask about Alexis and
learn about Rick Logan, her actor boyfriend. I decide to TRAVEL to Mac
Malden's.
Mac Malden #1
Mac and I go 'way back, we work well together, but have this schtick about
verbal abuse. So, I use Response 2 2 1 1 2. Well, I got the name Angelo
Andretti. I'll check around and see if I can help out. Rick Logan's being
an actor reminds me of Jacques, so I TRAVEL back there.
Jacques Sparrow #2
I ignore his questions and ASK ABOUT Rick Logan. Then I ask about Galactic
Pictures. I TRAVEL to Galactic, but it's a dead end. I'm getting nowhere
fast on this case. Maybe I could get somewhere with Rhonda. TRAVEL to Plaza
Hotel.
Plaza Hotel
I GO TO the right doorway, GET ROSE, and USE CASH on Woman. GO TO LEFT to get
back to the foyer then GO TO left side to enter restaurant. Rhonda looks a
lot wilder than in the office, and I suspect she's not the quiet, demure
type. I use Response 1 1 2 3, and since it seems appropriate here, OFFER rose
and then use Response 1 2 1.
Later, when she is more "amenable," I ASK ABOUT Marshall and learn that
Marshall has acted strangely, and that Alexis was arguing a lot with him.
Alexis hated her mother, so I figured Mom would be no help. Rhonda thought
Logan was suspicious. I ask her about Galactic, and she gives me the
address of Guy Callabero, the owner. It's time to move on, so I TRAVEL to
Guy Callabero's.
Guy Callabero
Guy knows of Logan, that he has a place somewhere in the jungle, and
that Logan hung around with some toad named Johnny Fedora. Didn't know much
else, but I hit pay dirt when I ask about Angelo Andretti; Guy gives me a
film about Andretti. Keeping my hopes up, I TRAVEL back to Mac Malden's.
Mac Malden #2
This is important enough that I ignore Mac's caustic remarks and just
OFFER Andretti film. In Mac's typical fashion, his face doesn't exactly
light up with joy, but at least I can ASK ABOUT people. Mac doesn't know
where Rick Logan is, but Johnny Fedora is currently residing in the morgue.
Fortunately, Mac gives me Fedora's old address and I TRAVEL there.
Johnny Fedora
Fedora's place is a dump, literally. There appears to be a hole on the
roof of the boxcar, so I look around for some way to get up there. I walk
to the right, being especially careful not to step in the radioactive red
puddle. I keep walking to the right, and eventually find a shack next to
a gray car, OPEN SHACK, and GET ladder. I notice a small metal cover on
the metal box sitting to the left of the gray car. I OPEN cover and find
boots suitable for walking through radioactive water. I nonchalantly head
back to the boxcar, and while standing to left of the boxcar door, USE
ladder on boxcar. GO TO ladder (when standing next to it), I get to the top,
and GO TO hole on right side of roof to get inside the boxcar.
It's even more depressing than my office. I GET the knife on the left
dresser, then I OPEN the dresser's drawer and GET the cat food I find.
LOOKing at several papers around the dresser, I learn of the Stanton
Expedition and Collier Stanton. The wall behind the large, right dresser
looks funny, so I MOVE it and find a large tear in the wall. I OPEN the
tear and get shocked by the protecting electric charge. I remember
seeing a cable going from the boxcar to the shack with the guard dog.
OPENing the door on the right, I GO TO door and then GO TO ladder to get up
to the roof again. The dog seems more interested in the cat, and the cat
looks starved. It's a dirty trick, but I USE the cat food on the cat.
With the dog gone, I GO TO ladder to get down, then walk over to shack and
OPEN door on left side. I move the red lever to shut off generator and
GO TO boxcar doorway where I can now OPEN the safe. Aside from $500 cash
and some of Jacques work, I get Rick Logan's jungle hideaway location.
Stacy calls; I figure I'd better go cover my butt, so I TRAVEL to the
murder scene.
Murder Scene
I TALK to Malden, standing on the left. Spotting something in the dirt
to the right of the corpse, I GET Marshall Alexander's key ring. By
MOVEing aside the crooked bucket in the lower right corner, I find and
GET a dagger -- the murder weapon. I'm not sure why, but I withhold the
keys and give Mac only the dagger by USEing dagger on Malden. I decide to
leave, TRAVEL back to the office, and do some heavy drinking (with no
client, so much for the Big Case). But once I start traveling, Rockwell
Bache -- Alexander's lawyer -- calls and retains me to stay on the case.
I decide to follow up with the key ring, and TRAVEL to Marshall Alexander's
office at Terraform.
Terraform #2
I GO TO Marshall Alexander's office and look around. When I MOVE the left
painting, I find a safe that can be opened if I USE keys on safe. I LOOK in
safe and I find payment vouchers of $250,000 to a Lawrence Barkley and a
note from one Ferris Collett. I GO TO the left edge of screen to go back to
the lobby where I USE the comlink to research Collier Stanton, Lawrence
Barkley, TMS, and the Stanton Expedition, and learn about something called
the Oracle Stone. Since all of them are on Mars, and a quick check on the MTS
note in Alexis's room reveals that the Mars shuttle won't leave for 4
weeks, I decide to TRAVEL to Rick Logan's to find Alexis.
Rick Logan's
This place is booby-trapped, so I move cautiously and pray I've paid my
insurance and eye doctor (save the game here). Just to the right of where
I can see a tree trunk above my head, I notice something funny about the
trees. I can't find anything, so I quickly run under the area and run back
again. Lucky call, because the log that drops would have hit me if I
hadn't gone back. Suspecting more traps, I GET the log and keep going right
until the dirt path ends and the quicksand starts. I can just walk onto
the first stone in the quicksand (but use GO TO once on stone 1!). Here's the
route I take, going in numerical progression starting with 1:
o o o 5 6 7
o 3 4 o 8 o o is a stone you don't use
1 2 o o 9 10
11 --> now, just walk off the rock
After walking off the last rock I walk to the right, but carefully scan
the dirt path. It suddenly ends at a pile of leaves and jungle debris; my
suspicious nature makes me USE the log on the green area, revealing a
spiked pit that the log now traverses. To cross, the only safe place to
step on the log appears to be where there is a small grass patch on the
left side of the pit. I walk across and notice a small mound on the right
side of the pit. Not having any digging tools, I continue walking to the
right and find Logan's hut.
The place stinks, but it is in the jungle so that seems natural. I head
over to the right side of the hut and find a shovel, which I GET. As I
push the white screen back from the bathtub, I wonder where Logan and
Alexis are. Then I stop wondering about Logan. He's long gone, but
there's enough of him still here to GET the white key around his neck.
As I suspected, the key opens the chest to the left of the white screen
revealing a list with the names Big Dick Castro, Deacon Hawke, and Lowell
Percival. USEing the comlink, only Percival's name gets me any data.
Again, references to the stone.
The only place in Logan's hut I haven't checked is the wall cabinet by
the door; I'm not exactly unprepared when a snake jumps out as I OPEN it.
Since I am standing on the left side of the hut entrance, as far away as
I can while opening the cabinet, I have just enough time to USE gun on
snake (although timing _is_ critical, so save before trying this). By
LOOKing at the message inside the cabinet, I get the location of a
smugglers' base where I can hitch a ride to Mars.
Of course, to get there I must retrace my steps back to the entrance to
the jungle. As I head back, I come again to the pit and see the dirt mound.
I USE the shovel on the mound, OPEN the box I find, and learn about Jane
Mansfield. Retracing my steps on the quicksand rocks (GO TO stone 11 and
walk in reverse order and just walk off stone #1), I walk all the way to
the left end of the jungle and TRAVEL to the Smugglers' Base.
Smugglers' Base
Gotta distract the guard, so I GET a stone just to the left of my foot.
I recognize the antique Mayan jug next to the logs at the wall, so I
USE stone at jug. Once the guard moves, I go through the gate and GO TO
pyramid opening to right of shuttle. Once inside, I quickly hide behind
the large crate at the lower left, so the returning smuggler doesn't see
me. Once he leaves, I walk over to the table on the right side and GET
both the blue remote and the green and gray boxes of food. I USE the
remote control, and the crate (a refrigerator) opens up. I quickly get
inside before the smuggler returns.
Casino #1
I wander into the alley between the two casinos. Laying against the wall
in the lower right corner is a board. I MOVE it and LOOK at the wall writing
which reveals what might be the Casino password "Bombshell." I Walk to
the bottom of the screen to exit.
I OPEN the door to Big Dick's then GO TO doorway. I LOOK at card just to the
right of right stairway, then GET it. Then, I OPEN doorway to left of woman in
white (playing slots) and GO TO open doorway. The man exiting the stall
has left something in it. OPENing the stall door, I find and GET blueprints.
I LOOK at the metal duct screen above the sink. The casino holds
no interest for me, so I GO TO exit and once back in the casino, I OPEN door
between stairs and GO TO door to exit casino. Finally, I TRAVEL to Power
Plant.
Power Plant
I enter the plant, and LOOKing at the left door, I see the name Ferris
Collett, the name from Marshall's safe. Examining the machine by the
right door, I observe that it would take a door key card to get past the
right door. So, I MOVE the red button just to the left of the left door
and GO TO the open doorway. Ferris's back is turned, so I look around. I
LOOK at the white lab coat to my right and spot a door key card, which I
GET. Then I TALK to Ferris about Percival, Alexis, Deacon, Castro, and the
Stanton Expedition. Interesting stuff, but nothing immediately useful, so I
make a quick exit by MOVEing the door switch and GO TO open door.
Once back in the main room, I go over to the security machine on the
right and USE door card key on machine, then I GO TO the now open security
door. Looking around, everything looks ok. I find a door on the right,
but no way to open it. Some worker has left a wrench on the ground by the
door, which I GET. I'm careful to walk behind the trap door, so I don't
fall in. Looking up, I see a walkway on the top of the machine with a dark
doorway. No obvious way up, but if I stand directly under the magnet and
USE monkey wrench on the huge magnet just as it comes overhead, I get
levitated and dropped at the walkway. Walking right into the doorway, I
find a small storage room. I LOOK at the crate in the room, finding a pair
of hex wrenches and a hoverboard. OPENing the door and GOing TO door gets me
back to the lower level. I GO TO open doorway and decide to blow this place.
I'm a little sore, but don't know if it's this nutty case or just me.
Either way, I TRAVEL to the Aerobics Academy for a chat with Jane
Mansfield.
Aerobics Academy #1
An attendant points to the short-haired girl in the corner when I ask
for Jane Mansfield. We TALK. Everything seems ok, until I start to
ask about Alexis and the late Rick Logan. Her eyes shift faster than a
4-speed car on a freeway on-ramp. She's lying, but without proof she'd
never change her story. She goes back to her jogging; I LOOK at the
counter by the window, OPEN her green handbag with her address inside, and
TRAVEL to Jane's place.
Jane's Place
I decide to search the place, looking for clues. OPENing the closet to the
right of the TV screen, I find luggage with Alexis's name on it. More
importantly I MOVE the pillows on the left couch and then LOOK at the
revealed letter to learn that Alexis has a brother named Brad. That's the
proof I need to make Jane talk, so I GET the letter. While I'm thinking
about my next step, I MOVE the gray control panel on the coffee table. The
blonde on the screen is worth a LOOK; it gets me Deacon Hawke's address.
She's definitely put on my future agenda, but for now I TRAVEL back to the
academy.
Aerobics Academy #2
I TALK to Jane, OFFERing her the letter. This time she comes clean. When
I ask about Marshall, she admits Alexis has the stone and is still on
Mars. Asking about Alexis and then Bradley Ericson gets me his address. I
thank her for her help and TRAVEL to Bradley Ericson's.
Bradley Ericson #1
Bradley's a bitter young man; I suspect he's got good reason to be. But
despite his animosity towards his father when I TALK to him, he obviously
cares for his sister. When I ask him about Big Dick Castro, he gives me a
pair of infrared glasses. Bradley knows Alexis is hiding, but doesn't
know where.
I've reached a dead end. I decide to backtrack a bit and TRAVEL to see
Lawrence Barkley.
Dr. Lawrence Barkley
The receptionist lets me in Barkley's office. It's a long wait, and
I get bored easily, so I start to look around. I LOOK at the red box on the
shelf and decide to GET it. The doctor finally shows up and we TALK. Seems
Barkley knows for a fact that Marshall Alexander is Collier Stanton, but
the vouchers in Marshall's safe were not for blackmail, just an unusual
business arrangement. Not much help there, so I decide to TRAVEL to my last
solid lead, Lowell Percival. But just as I start out, I get a call from Mac
Malden back on Earth with the name of Marshall's assassin: Nathan
Bloodworth. Nathan doesn't seem related to finding Alexis, so I still
TRAVEL to Percival.
Lowell Percival #1
Percival's a hard case; I won't get anywhere with him unless I do the
"favor" he wants. I TRAVEL back to Dick Castro's casino.
Casino #2
(Note that you can also enter the office from the ventilation shaft, by
using the hex wrenches on the duct grill in the bathroom; see pages 9 and
13 of the game manual for information on traveling in the ducts.) I go inside
the casino and walk right, through the casino, until I come to a door
labeled "Office." No one is watching so I quickly OPEN the door and GO TO
the open doorway. Then I find out why no one watches the outside. I would
have preferred to meet Castro under my conditions. I realize a tight spot
when I see one, so I use Response 1 1 2. (This really _is_ a timed event;
you must do the next sequence quickly; save and restore to keep the time
down.) I LOOK at the desk and GET the card on its left side. On a hunch
I MOVE the light above Castro's painting which reveals a passageway.
I GO TO passageway. I'd never figure out the alarm combination, so I
concentrate on the odd-looking floor that starts just before the lasers.
Since I have the infrared glasses, I can see the lasers. The floor is
pressure-sensitive; I walk up to the edge of the odd floor and USE the
hoverboard. The route is tricky and tight. I go between first 2 beams, in
front of the 3rd, behind the 4th, then in front of the 5th and 6th. That
gets me past the first bank of lasers, but it's never that easy: there's
a second bank of lasers. I go behind the first 3, in front of the 4th and
5th, behind the 6th (close to and in front of number 7), in front of number
8 and I was through! I hop off the board once I get to a normal floor;
the safe lock is the machine to my right. I USE the safe card key from
Castro's desk, and USE the facial kit I got from the doctor's office
(using Castro's picture on the trading card) for the computer scan. The
computer lock validates me as Castro, and the safe opens.
Walking right to the safe, I LOOK on each of the 3 shelves and TAKE
the memorandum to Collier Stanton. Looking at the memorandum gives me
the name Thomas Dangerfield. What the heck, I TAKE the $125,000 too, and
am sure to TAKE the marker for Percival. Time's getting short, so I
reverse the procedure back through the laser beams, and quickly get back
to Castro's office. I OPEN the duct cover on the right side of the office
and GO TO the duct. Having the blueprints not only gives me the duct view,
but also an overhead view of where I am (see pages 9 and 13 for navigating
in the ducts). I GO TO the bathroom exit, then OPEN the Casino door, and
GO TO the exit. Once outside, I TRAVEL back to Percival's.
Lowell Percival #2
He's still not exactly someone you'd wanna split a beer with, but he's
willing to TALK now. Asking about Castro, I learn about Rocky Bulwinkle.
When I ask about Rocky, Percival suggests tailing him. I TRAVEL back to
the casino.
Casino #3
It's a long wait; sometimes I even play around with the casino door
waiting for Rocky to leave the casino. He finally does, and heads into
the alley. I GO TO the alley myself, and quickly duck into the doorway on
the left side. Good thing, too, because before he activates a secret door
he checks the alley for a tail. His eyes are only for the door once he
heads left; I move quickly even before he's inside so I can GO TO it before
the door closes. I spot Larry Hammond inside and we talk. He helps me out
by giving me an amulet to get in good with Deacon Hawke; he also gives me
Nathan Bloodworth's address. I figure I've put off Nathan long enough, so
I TRAVEL to go talk to Michelle Bloodworth.
Michelle Bloodworth
They say love's blind, but after seeing Michelle I suspect it's Nathan
that's blind. I ask her about Nathan and she gives me the address to a
Remote Outpost. She tells me that someone goaded Nathan into killing
Alexander, and into conning Alexis into getting the stone. There's a
possible tie between Nathan and Thomas Dangerfield, the name on the
memorandum. I TRAVEL to the Remote Outpost.
Remote Outpost
I get there, but I'm too late. Nathan's barely alive and fading faster
than I could get him to a doctor. I TALK to him and make out something
about a trap, but don't know what he means. I open the door of the shack
on the left and TAKE the rebreather on the table -- a useful device for
the thin air on Mars. I see some tools next to the door, so I TAKE them,
too. It's cold in here, but the heat of the fire on the left side of the
cave seems to help. On the right side I spy a large chest; OPENing it I
find an access key card. I TAKE the card and all hell breaks loose. _This_
is the trap that Nathan was trying to warn me about, but it's too late
now. A door on the right side of the shack opens up, and I desperately TAKE
the jetpack. With no igniter, I need some other form of heat to ignite the
pack; I USE the jetpack on the fire and take off. I'm at a dead end again.
Larry Hammond had mentioned that Deacon Hawke seemed to know everything
that goes on, so I TRAVEL to the temple.
Temple
I'd heard that the temple gate was always closed, but it's wide open now.
I get an itchy feeling something is wrong; I GO TO the temple doorway and
look in. I'm not about to tangle with a guy packing a laser, but this bozo
doesn't look too bright. I spot two pink, full-height mirrors and start to
smile. I MOVE the mirror on the right, then walk across the temple and MOVE
the other. The goon never notices me; once I had moved both mirrors, I MOVE
the wooden candle extinguisher leaning against the pillar to get the goon's
attention. Sure enough, he fires his laser and the light beam bounces off
the two mirrors to come back and hit him. Some guys are born saps, some die
that way, too.
I go up to Deacon and TALK to her. She sounds a little nutty, but gives me
a lead on Alexis: Cooper Bradbury, titular ruler of the mutant population
here on Mars. Her comments about the Oracle stone leave me a little
worried. I ask her about herself to try and get a handle on her, but she
just talks about my destiny and gives me a location in the colonist ruins
that she claims will aid my search. I figure she's got a screw loose, but
maybe I should check out the ruins since I don't know where to find Cooper.
I TRAVEL to the ruins.
Colonist Ruins
The mood of the place gets to me, so I give the place a quick search. Just
to my right I find a box of H2CL acid, which I TAKE. I walk right and keep
going until I find a real large piece of metal. MOVEing it reveals an
electronic tuning fork, which I also TAKE. Standing around, looking at
the ruins, I consider the case. Something about Cooper Bradbury is bugging
me, and it finally breaks through: Bradley Ericson, being a fellow mutant
in a close-knit environment like Mars, can probably help me out with
finding Cooper. I TRAVEL to Bradley Ericson again.
Bradley Ericson #2
I ask Bradley about Cooper Bradbury and he gives me Cooper's address,
which I TRAVEL to.
Cooper Bradbury
Cooper Bradbury is willing to talk; he is aware of the Oracle stone and
wants it for himself. He seems to know nothing about Alexis, and most of
what he says is just so much rhetoric until I ask him about Thomas
Dangerfield, and get a new address. I TRAVEL to the cave at the address.
Cave
Entering the passage, I stand at the left end of a long tunnel. I head
down the tunnel expecting booby traps, but I don't find any. I guess
Dangerfield expects the door to keep everyone out. But I have the
interlock key card from the Remote Outpost, which I USE on the door and
then I GO TO the open doorway.
The door closes and I look into the eyes of one frightened, beautiful
young lady. I TALK to Alexis and she ties up some loose ends to this case.
The biggest thing she mentions is Dangerfield's machine, reminding me of
what Deacon Hawke said about the Oracle stone.
I start to leave, but notice there are no controls for the door on this
side. That doesn't make sense; this doubtlessly was not a Martian cell,
so there should be controls for the door. I notice a patch of plaster on
the wall to the right of the door. I look around, my eyes falling on
some of Alexis's clothes hanging from a steel rod. My mind wanders,
looking at them and Alexis, but only for a split second, then I GET the
rod and USE it on the plaster once I'm right in front of it. The metal
plate surprises me, but I USE the H2CL acid I found in the Colonist Ruins
to eat the plate away. A button is exposed and I MOVE it...only to
find the trap I'd been waiting for.
Endgame
As Dangerfield walks into his cubicle, I look around. I see a control
panel on the outside of his cubicle, next to the ground. Looking up, I
see a large bolt in the ceiling of our cage. I GET the bolt. I TALK to
Alexis, using Response 1 1. This slows Dangerfield down a bit, giving me
time to think.
They say your life flashes before your eyes when you're gonna die; good
thing, too, because it reminds me of my childhood and gives me an idea.
Looking at Alexis gives me other ideas, but only one that is going to
get us out of here. I TALK to her and use Response 1 2 1. I GET the bra
from her hand, then USE the bra on the control panel to smash it.
Quickly, I walk over to the right of the glass case with the stone in it
situated on the right side of the room, and USE the tuning fork on the
glass (you have to be fairly accurate about where you click to click on
the glass). The glass shatters, as do Dangerfield's dreams, and the
stone falls. I GET the stone, and with Alexis following, GO TO the
speedster car sitting on the right side. We take off before Dangerfield
can get out of his booth for a shot at us, and we head back to the temple.
I dump the stone off with Deacon. Knowing what it can do, she seems like
the safest bet. Things are looking pretty good, and Alexis seems to think
so too, so case closed.
MARTIAN MEMORANDUM is published and distributed by Access Software, Inc.
This walkthru is copyright (c) 1991 by Dave Timoney. All rights reserved.