THE SPY TRILOGY by Tom D. Frost © 1986 Tartan Software NOTES Part 1: - At the start, when you are asked to enter a name - no matter what you type, your name will be BOND. - When you go east from the Giant and encounter the Wizard, the program stops with an 'Out of memory, 9508:2' message. To avoid this, save the data in the memory bank and then reload it (before you go to the Wizard). - The solution for the chessboard game you have to play in the dressing room can be found at https://en.wikipedia.org/wiki/Knight's_tour. Part 2: - Don't make any typos at the solution; if you have to repeat even a single command, there is no longer enough time and you will fail! - Objects you won't need are: pen, stove and hacksaw Part 3: - There is a 'secret' command (GO MOAT) which allows you to move quickly between different locations (eg from the Computer Control Room to the Recreation Room or from the Recreation Room to the Prison Laundry), but it's not necessary to use this in order to solve the adventure SOLUTION Part 1: Enter a name, press enter, R, ON (for graphics), LIFT MAT, GET KEY, UNLOCK DOOR, E, CLOSE DOOR, DROP MAT, I (you have a silver token), GET COIN, EXAMINE COIN, E, GET HAMMER, E, GET NAILS, EXAMINE METER (it has a slot in it), INSERT TOKEN, PULL LEVER (the lights upstairs are now on), E, GET WOOD, EXAMINE WOOD, OPEN BUNKER (you pick up a lump of coal), W, W, MAKE LADDER, DROP HAMMER, WEDGE LADDER, U, GET COFFEE, DRINK COFFEE, E, PULL CORD, OPEN DOOR, PULL CORD (you collect a glass of whisky), E, GET KNIFE (you now have a piece of fish), W, W, DROP COAL, DROP WHISKY, W, GET BANANA, W, GET CAN, E, E, N, EXAMINE DOOR, INSERT COIN, PROP DOOR, E, GET MEAT, EXAMINE DOOR, OIL HINGES, DROP CAN, OPEN DOOR, E, GET RIFLE (you now have a juicy bone), W, W, W, GET MILK (Mr. Spooner doesn't understand), HELP (only spoonerism understood here), MET GILK, WO G [means: GO W](you are now challenged to a game on a chess board), Y, 15, 27, 48, 36, 55, 67, 88, 76, 84, 72, 51, 63, 44, 32, 11, 23, 42, 21, 13, 34, 53, 61, 82, 74, 86, 78, 57, 65, 46, 38, 17, 25, 33, 14, 22, 41, 62, 81, 73, 54, 66, 85, 77, 58, 37, 18, 26, 47, 28, 16, 35, 56, 68, 87, 75 (the fool says 'Congratulations'), GET BULLETS (you now have some peanuts), E, EO G, N, N, GIVE MEAT, GIVE BONE (it becomes a rifle), S, W, N, GIVE MILK, GIVE FISH (you get a knife), S, W, N, GIVE BANANA, GIVE PEANUTS (you catch some bullets), S, E, E, S, S, GET COAL, GET WHISKY, N, N, E, SAVE, B, LOAD, B (see Notes), E (a Wizard blocks the way North; you will be confronted with one of four stories and a corresponding question - if you are asked to describe the man who takes the lift SAY DWARF, if asked 'What is his sport?' SAY FISHING, if asked 'What's in the package?' SAY PARACHUTE, if asked 'What was the name of the driver?' SAY BOND, after this the wizard is replaced by a Scot and you are asked the next question; when it's midnight [if not: WAIT] the Scot takes the coal and whisky and wishes you a happy new year as he goes), N, GET TORCH, GET GUN, S, W (the Giant takes the rifle, the knife, the bullets and the gun from you and asks you 'To which common items does the following sequence refer'), SAY COINS (he disappears in a puff of smoke and returns your weapons but you drop one of them), R, GET RIFLE, LIGHT TORCH, N, GET GRENADE, OPEN TRAPDOOR, D (That was all a NIGHTMARE! Your appointment is TO-MORROW!!' - the code word for Part 2 is 'SECRET') Part 2: SECRET, R, U, N, E, E, E, S, GET BULB, N, EXAMINE FOLDER (on the outside are the words TOP SECRET), OPEN FOLDER, GET PAPER, EXAMINE PAPER (it's completely blank), HELP (a hot paper (NOT the SUN!) can sometimes prove interesting!), EXAMINE LIQUID (it's very pale yellow in colour), TASTE LIQUID (Very sour!! Lemon juice??), W, GET KEY, W, W, GET CLIP, EXAMINE CLIP (looks as though it could be useful for picking padlocks), S, W, PRESS BUTTON, W, PRESS GND, E, E, E, S, GET KNIFE, E, E, DROP PAPER, WAIT, EXAMINE PAPER (you read the number...{randomly generated}), W, N, E, GET MATCHES, W, W, N, E, E, LIGHT MATCH, INSERT BULB, PRESS SWITCH, EXAMINE DESK (there is only one drawer), OPEN DRAWER, GET ARM, PRESS SWITCH (you have to do this because otherwise the light alerts the guard), W, DROP MATCHES, GET FILE, EXAMINE FILE (it's a nail file), W, S, W, W, PRESS BUTTON, W, PRESS FIR, E, E, E, READ NOTICE ('For your protection please wear safety suit in the laboratory'), EXAMINE BOX (it's a cardboard box tied with a length of string), CUT STRING, OPEN BOX, DROP KNIFE, GET SUIT, WEAR SUIT, E, EXAMINE TRUNK (it's a large trunk secured by padlocked chains and a screwed down lid), PICK PADLOCK, UNSCREW SCREWS [with the file], DROP CLIP, DROP FILE, OPEN TRUNK, READ LABEL ('Contents are completely safe until starter fuse is connected'), GET CASE, W, REMOVE SUIT, W, W, PRESS BUTTON, W, PRESS GND, E, E, D, EXAMINE SAFE (it has a dial combination lock), DIAL {the number from the paper}, GET FUSE, U, W, PRESS BUTTON, W, PRESS GAR, E, E, E, PULL LEVER, W, OPEN BONNET, INSERT ARM, SHUT BONNET, PRESS SWITCH, E, INSERT KEY, ENGAGE GEAR, TURN KEY, DRIVE OUT ('Well done, mission completed. The TIME is now 7.56 a.m.' - the codeword for Part 3 is 'SPY') Part 3: INTRO Your FIRST mission! One of your colleagues has not returned from an attempt to steal a CODE BOOK from an enemy detention camp and you have been given the task of succeeding where he has failed. You have managed to evade the patrolling GUARDS outside the camp and scaled a locked GATE to be inside the camp. You must find the CODE BOOK and throw it from the KITCHEN STORES window between 6.00 and 6.30 to a waiting colleague. THIS is the main objective of your mission, but of course final escape is also of particular interest. Hidden in the hollow HEEL of your shoe is your identity DISC. You are aware of the fact that the camp is controlled by computers together with closed circuit television cameras placed at strategic points. The TIME is now 22.00 hrs. GOOD LUCK! S, S, S, E, GET CUE, W, N, W, GET MEMO, READ MEMO, EXAMINE DOOR, PUSH MEMO, INSERT CUE, PULL MEMO, GET KEY, DROP MEMO, UNLOCK DOOR, S, GET TAPE, N, LOCK DOOR, INSERT TAPE, HACK PROGRAM (you notice the line: 2010 IF c$="{randomly generated 4-digit number}" THEN LET un=1: GO TO unlock), READ LISTING (you notice another interesting line: 3060 IF b$="{randomly generated 3-digit number}" AND un=1 THEN LET do=1: GO TO bridge), RUN PROGRAM ('enter Code Number to open door to Cells and Workshops'), PRESS {4-digit number}, PRESS ENTER ('Cell Block DOOR now OPEN - 9 to continue'), PRESS 9, PRESS ENTER ('enter first three digits of Code to lower the bridge'), PRESS {3-digit number}, PRESS ENTER ('Bridge over moat now in position'), E, S, S, S, S, CRAWL S, W, EXAMINE JACKET (looks like a Doctor's jacket), GET JACKET, E, E, READ NOTICE (Sick Bay - medical staff only), WEAR JACKET, EXAMINE SHOE, TURN HEEL, GET DISC, OPEN DOOR, HELP (if the patient DISCovered you are on his side he may help you), SHOW DISC, GET KEY, UNLOCK CUPBOARD, GET SHOE, W, EXAMINE SHOE, TURN HEEL, GET PAPER, GET CARD, DROP SHOE, EXAMINE PAPER (it looks blank but there are some indentations on it), EXAMINE CARD (it has Cell Block on it), W, READ NOTICE (to Workshops and Cells), EXAMINE DOOR (there's a slot for a card), INSERT CARD, S, S, S, S, W, GET PENCIL, USE PENCIL, EXAMINE PAPER (you read: Box on ledge in Shower room. Press on to Cell number {1, 2, 3 or 4 - depending on the first digit of the numbers the hacked program show}), DROP PENCIL, DROP PAPER, E, S, PUSH DOOR, THROW CUE, DROP DISC, PUSH DOOR, GET BAG, S, THROW BAG (the water level in the Tank rises), N, GET CUE, S, EXAMINE LEDGE, USE CUE, DROP CUE, GET BOX, OPEN BOX, DROP BOX, GET BOOK, EXAMINE BOOK (it's full of meaningless numbers), HIDE BOOK [in your pocket], GET CARD, EXAMINE CARD (the writing on it is blurred), GET HACKSAW, N, PUSH DOOR, THROW CARD, PUSH DOOR, THROW HACKSAW, PUSH DOOR, GET CARD, GET HACKSAW, N, SAW PADLOCK, DROP HACKSAW, OPEN DOOR, GET GREASE, E, N, N, W, GET HAMMER, E [now move along the N/S Corridor until you are at the level of the cell gate which the key card is for], INSERT CARD, E, GET PASS, EXAMINE PASS (looks good enough to pass any close inspection), PRESS SWITCH (nothing happens, but it feels loose), TURN SWITCH (the Switch comes away from the wall to reveal a Secret Lever), PULL LEVER (it's very stiff and won't move), GREASE LEVER, DROP GREASE, PULL LEVER (now there is an opening to the east), E, GET KEY, EXAMINE KEY, W, W, N [until you reach the Entrance Hall to the Cell Block], CRAWL N, N, N, N, N, N, W, LOCK DOOR (that should keep the Guards out of the way for some time), E, S, OPEN DOOR, E, S, EXAM WINDOW (the GLASS looks very thick), OPEN WINDOW (it's stuck fast and won't open), BREAK WINDOW [with the hammer], DROP HAMMER, TIME [should be between 6.00 and 6.30, if not: WAIT (it is now 06.00 hrs)], GET BOOK, THROW BOOK, N, W, W, N, E, EXAM COAT (it's a guard's coat), GET COAT, REMOVE JACKET, WEAR COAT, W, N (mission completed - you can now consider yourself an experienced agent) Solution by boldir, August 2021