Username: Password:
RegisterForgotten Password

All In a Day's Work (All_in_a_Days_Work_hints.txt)

ALL IN A DAY'S WORK
by Jonathan Scot and Stephen Boyd
Zenobi Software
Spectrum 48

Hints:

If you cannot do something, maybe Wauchope can help. She will also stop 
you from getting robbed.

Dispose of the bug before you call Parker.

Keep the hacksaw and the coffee– both will be necessary more than once.

To get Wauchope to follow you, type WF. To get her to stay, type WS.

Take note of the words on the notice on the warehouse about what the kids 
are playing.

To get time to pass more quickly, type Z 15, or Z 30 or Z 45 or Z HOUR.

The secretary's terminal is tricky. The blue button locks the computer, 
the yellow opens the door to Wilder's office, the red summons the guards, 
the green locks the door. You may need to explore first but do a "save" 
first. Don't talk to Wilder. Don't hang around in Wilder's office. Take 
what you need quickly. Do not get caught. You have only a limited number 
of moves. Remember the curtain.

You meet Zimmerman again. Search him twice.



Terri Sheehan
2006-11-07

*****************************************************
Displayed on the Classic Adventures Solution Archive:
http://solutionarchive.com