Magnetic Moon (1992 version) by Larry Horsfield SFS Adventures/Adventure Probe Software Spectrum 128 You are Erlin wanting to see some action while your ship, the Stellar Queen, is being repaired. The solution to part 1 is available at the Tipshop, but I include my own here for the sake of completeness. However, it may be for an earlier version which is a little different from the final compilation. Type VOCABULARY in each section for a list of verbs to use. Explicit hints are available at the Tipshop. Additional hints: You appear to be able to get five more points than I did in this solution. One place is with the paper stuck in the grille. If you leave it there when you cut the grille, you get 5 points. But you need it to get through the maze in the ductwork. You can, of course, play the game with the paper and then go back to a previously saved game, but that does not get you more points. This solution only gets you 685 points out of 750. One of the most difficult things in this game is to know what to carry over to the next part of the game. There are several red herrings: the drill, the saw, the tripod, the theodolite, the extension lead, the PH meter, the shovel, bleach, gloves, brush. While hints available at the Tipshop do not make use of the plunger, it is helpful to keep a door from closing. You need several objects found in Part 1 are needed in either Part 2 or Part 3 or both. Before leaving part 1, you need to have put the helmet and another object in a safe place (otherwise you lose it in Part 2) for retrieval in part 2 and necessary for part 3. Some items found in Part 2 are necessary in Part 3. So carry with you all you can in the backpack or the box. Of course, you will always carry the rope and grapnel, the cutter, the flashlight as they are very useful tools. You will need to polish something in Part 3 – take what you need. You lose the box when you jump in the hole in Part 3. Make sure you take out what you may need. One of the cylinders is needed in Part 3. Which one? Whichever one is not empty. But when it's empty, don't be took quick to throw it out (while it is not really needed – it does get you more points). Solution: Part 1: Search for the Source of Power You are in the control room. INVENTORY (wearing a uniform), WAIT (the Captain leaves), WAIT, WAIT (Adams leaves), AFT, STARBOARD, AFT, SEARCH FLITTER (you get a backpack), EXAMINE BACKPACK, AFT, SEARCH EQUIPMENT (you get a headshield), EXAMINE HEADSHIELD (protects your eyes), WEAR HEADSHIELD, AFT (you hear a voice), LISTEN (you hear Adams talking to Grue), LOOK PORT, WAIT, LOOK PORT (you see a guard), PORT, PORT, FORWARD, STARBOARD, SEARCH SHELVES (you see theodolite, laser cutter, and PH test meter), TAKE CUTTER, SEARCH RACKS (you see a tripod, rope, extension lead, and a theodolite), TAKE ROPE, OPEN CUPBOARD, SEARCH CUPBOARD (you see a drill, a saw, a flashlight and a forcer), TAKE FLASHLIGHT, TAKE FORCER, EXAMINE FORCER (electronic screwdriver and spanner), TAKE FLASHLIGHT, TAKE FORCER, PUT ALL IN BACKPACK, PORT, AFT, STARBOARD, STARBOARD, FORWARD, FORWARD, PORT, SEARCH HOLD (you see a grapnel, an axe and a shovel), TAKE GRAPNEL, EXAMINE GRAPNEL (short rope tied to it), TAKE AXE, PUT ALL IN BACKPACK (the axe won't fit), STARBOARD. REMOVE HEADSHIELD, DROP HEADSHIELD, FORWARD, FORWARD, PORT, EXAMINE PANEL (handprint reader and slot), AFT, STARBOARD, SEARCH BAY (you get oxygen), EXAMINE BOTTLE (can be attached to a helmet), PORT, FORWARD, PLACE HAND ON PANEL, SAY ERLIN INTO MICROPHONE, PORT, FORWARD, UP, FORWARD, SEARCH COUCH (you see a compartment), EXAMINE PANEL, SEARCH COMPARTMENT (you get a helmet), EXAMINE HELMET (has a clip for an oxygen bottle), ATTACH BOTTLE TO HELMET, AFT, DOWN, AFT, PORT, PRESS BUTTON, ENTER AIRLOCK, WEAR HELMET, PRESS BUTTON, LEAVE AIRLOCK, PRESS BUTTON, JUMP, LOOK AROUND (you see the Captain and the exploration party and an exit west), W, W, W (it's dark), TAKE FLASHLIGHT FROM BACKPACK, SWITCH ON FLASHLIGHT. Go W, S, W, W (you see a wreck above you), N, LOOK UP (you see a smashed port above you), TAKE ROPE FROM BACKPACK, TAKE GRAPNEL FROM BACKPACK, TIE ROPE TO GRAPNEL, THROW ROPE (repeat, if needed, until it catches), CLIMB ROPE, CLIMB INTO PORT, TAKE GRAPNEL, PORT, AFT, PORT, PORT (you fall), LOOK UP, AFT, SEARCH WRECKAGE (you see a girder protruding), EXAMINE GIRDER (2 metres long), TAKE GIRDER (you can't), TAKE CUTTER FROM BACKPACK, CUT GIRDER WITH CUTTER, PUT CUTTER IN BACKPACK, FORWARD, JUMP, UP (you can't go further), THROW GRAPNEL, CLIMB ROPE, UP, UP, PORT, AFT, PORT, SEARCH JUNK (you get a wire), EXAMINE WIRE, STARBOARD, DROP BACKPACK, DROP AXE, FORWARD, STARBOARD, EXAMINE DOORWAY (there is a bolthole), TIE WIRE TO BOLTHOLE (repeat it needed). THROW WIRE IN HOLD, DOWN, DOWN, CLIMB ROPE, DOWN, DOWN, AFT, TAKE GIRDER, FORWARD, TIE WIRE TO GIRDER, DROP GIRDER, JUMP, UP, CLIMB ROPE, TAKE GRAPNEL, UP, UP, PULL WIRE (things may crash about this time), UNTIE WIRE, TAKE GIRDER, PORT, AFT, PROP GIRDER UNDER PLATE, TAKE ALL, WEAR BACKPACK, AFT, AFT (move quickly here; the plates crash), PORT, EXAMINE PORT (you see a port made of glass), EXAMINE GLASS (very thick), BREAK GLASS WITH AXE (you need to weaken the glass), TAKE CUTTER FROM BACKPACK, CUT GLASS WITH CUTTER, PUT CUTTER IN BACKPACK, BREAK GLASS WITH AXE, HOOK GRAPNEL ON PORT, CLIMB OUT PORT, DOWN (you see tracks), JERK ROPE, FOLLOW TRACKS, EXAMINE CLIFF, EXAMINE NICHE (there is a knob), PUSH KNOB, TURN KNOB (you see a tunnel leading into the cliff), ENTER TUNNEL. End of Part 1. Score: 200 points. Part 2: The Pirate's Lair You have found the source of the tractor beam and magnetic field that has marooned the Stellar Queen. You have to find some way of turning off the magnetic field. SWITCH OFF FLASHLIGHT, PUT ALL IN BACKPACK, REMOVE HELMET, S, EXAMINE GRILLE (wire mesh), S, S (you see a crate), EXAMINE ALCOVE, SEARCH RUBBISH (you get glue), EXAMINE GLUE (sticky), PUT GLUE IN BACKPACK, PUSH CRATE, PUSH CRATE HARD, S, TAKE WIRE, EXAMINE WIRE, PUT WIRE IN BACKPACK, EXAMINE DOOR (can't open it from this side), N, EXAMINE CRATE (has a hinged lid), CLIMB ON CRATE, EXAMINE PAPER (fluttering), TAKE PAPER, TAKE CUTTER FROM BACKPACK, CUT GRILLE WITH CUTTER, PUT CUTTER IN BACKPACK, CLIMB IN HOLE (the helmet is too big but don't leave it lying around), DOWN, OPEN CRATE, PUT HELMET IN CRATE, PUT AXE IN CRATE, CLOSE CRATE, CLIMB ON CRATE, CLIMB IN HOLE, TAKE GLUE FROM BACKPACK, TAKE GRILLE, STICK GRILLE, PUT GLUE IN BACKPACK, N (it's dark), TAKE FLASHLIGHT FROM BACKPACK, SWITCH ON FLASHLIGHT. EXAMINE PAPER (fluttering south – the paper flutters in the direction opposite which you need to take), N, EXAMINE PAPER (fluttering west), E, EXAMINE PAPER (fluttering east), W, EXAMINE PAPER (fluttering north), S, EXAMINE PAPER (fluttering south), N, EXAMINE PAPER (fluttering west), E, EXAMINE PAPER (fluttering east), W, EXAMINE PAPER (fluttering north), S, EXAMINE PAPER (fluttering south), N, LOOK UP (shaft above you), EXAMINE PAPER (fluttering toward the bottom of the shaft), EXAMINE SHAFT (there's a grille 4 metres up), PUT PAPER IN BACKPACK, TAKE ROPE FROM BACKPACK, THROW ROPE (repeat if needed), CLIMB ROPE, EXAMINE GRILLE (screwed in place), TAKE FORCER FROM BACKPACK (you can't), DOWN, TAKE FORCER FROM BACKPACK, CLIMB ROPE, UNSCREW GRILLE, CLIMB IN HOLE, TAKE ROPE, SEARCH TABLE (you get a camera), LOOK BEHIND BED (you see the grille), SCREW GRILLE, SWITCH OFF FLASHLIGHT, PUT ALL IN BACKPACK. PRESS BUTTON (door opens), N (door slides shut) [you will need to move quickly here – don't waste any moves), W, EXAMINE DOOR, TAKE WIRE FROM BACKPACK, PICK LOCK WITH WIRE (repeat if needed - you may need to SAVE and RESTORE here until you can pick the lock on your first or second try), OPEN DOOR, W, W, N (in a locker room), SEARCH LOCKER (you get overalls), S, E, E, N (you hear voices), CLOSE DOOR, EXAMINE OVERALLS (cleaner written on the back), REMOVE BACKPACK, WEAR OVERALLS, WEAR BACKPACK, PUT WIRE IN BACKPACK, OPEN DOOR, S, CLOSE DOOR, E, E, E, EXAMINE PIRATE, PLAY GAME, LISTEN (until the pirate remembers the authorization code has been changed to Rigel and rushes out of the room), W, W, W, W, ENTER SHAFT, DOWN, DOWN, DOWN, LEAVE SHAFT, E (you see a pump and pipes), EXAMINE PUMP, EXAMINE PIPE (it circulates air), SEARCH WORKTABLE, SEARCH TOOLS (you get a wrench), LOOK UNDER WORKTABLE (you get tape), PUT ALL IN BACKPACK. Go W, EXAMINE READER (you need a card to put in the slot), W, ENTER SHAFT, UP, UP, LEAVE SHAFT, W (you see a handprint reader panel), S (you see a box), EXAMINE BOX, TAKE BOX (you see two people; the man press his hand on the panel, say his name and the door opens. The man who is carrying a security card sends the guard back to get his notebook at level 5. The man enter the room and the guard leaves). Now there are a limited number of moves, N, E, ENTER SHAFT (you see a medic with a dictaphone but he doesn't see you), DOWN, LEAVE SHAFT, LOOK IN SICKBAY (you see a medic with his back to you), TAKE WRENCH FROM BACKPACK, SNEAK WEST, HIT MEDIC WITH WRENCH, SEARCH MEDIC (you get a key), SEARCH DESK (you get a dictaphone), E, ENTER SHAFT, UP, LEAVE SHAFT, W, S, LOOK IN BOX (you see a plunger, bleach, gloves, brush, tin, and cloth), WAIT (the guard returns), PRESS RECORD (you hear the guard say Ryrzq and record it). Go N, E, ENTER SHAFT, DOWN, LEAVE SHAFT, E, E, LOOK AROUND (you see a locker), EXAMINE LOCKER (locked), UNLOCK LOCKER, DROP KEY, OPEN LOCKER (you see cylinders), EXAMINE RED CYLINDER (it is anesthesia and has a valve), EXAMINE GREEN CYLINDER (it's oxygen), PUT WRENCH IN BACKPACK, TAKE RED CYLINDER, TAKE GREEN CYLINDER, W, W, ENTER SHAFT, DOWN, LEAVE SHAFT, E, TAKE CUTTER FROM BACKPACK, CUT PIPE WITH CUTTER, PUT ALL IN BACKPACK, TAKE ALL FROM BOX, DROP ALL, TAKE ALL FROM BOX, (you have the cloth),TAKE BOX, TAKE RED CYLINDER, TAKE GREEN CYLINDER, WEAR BOX ON HEAD, OPEN GREEN VALVE (oxygen fills your box), OPEN RED VALVE, INSERT RED CYLINDER IN HOLE (the gas circulates around the box and you are safe in your "helmet"), CLOSE GREEN VALVE, DROP RED CYLINDER, REMOVE BOX, PUT GREEN CYLINDER IN BOX, TAKE PLUNGER, TAKE TIN, EXAMINE TIN (metal polish), PUT TIN IN BACKPACK, EXAMINE CLOTH (used for polishing brass), PUT CLOTH IN BACKPACK. Go W, ENTER SHAFT, UP, UP, LEAVE SHAFT, DROP BOX, E (you see three unconscious pirates), EXAMINE PIRATES (one is Ryrzq), TAKE DICTAPHONE FROM BACKPACK, PULL RYRZQ WEST, PULL RYRZQ WEST, PLACE RYRZQ HAND (panel flashes), PRESS PLAY (the door opens), STICK PLUNGER IN DOORWAY, W, SEARCH SCIENTIST (you get a card), SEARCH DESK (you get a notebook), READ NOTEBOOK (all power except to air circulation plant – which has a separate power supply - can be shut down with the command "shutdown all except LS" can be shut down with the following command: "shutdown all except LS", and "shutdown sequence commence"; once authorization code has been accepted, all power will be off within 5 minutes), DROP DICTAPHONE, E, E, TAKE BOX, ENTER SHAFT, UP, LEAVE SHAFT, EXAMINE PIRATE (sleeping soundly), E, E, E, EXAMINE PIRATE (half asleep), TAKE TAPE FROM BACKPACK, TIE PIRATE WITH TAPE, W, W, W, ENTER SHAFT, UP, LEAVE SHAFT, INSERT CARD IN SLOT, EXAMINE CONSOLE, MOVE PIRATES (you get a clipboard), EXAMINE CLIPBOARD (you get a notepad), READ NOTEPAD (code Delta). TAKE WRENCH FROM BACKPACK, SMASH CONSOLE WITH WRENCH, W, ENTER SHAFT, DOWN, DOWN, DOWN, DOWN, LEAVE SHAFT, INSERT CARD IN SLOT, EXAMINE VDU (ready), EXAMINE COMPUTER (type commands in quotes), TYPE "SHUTDOWN ALL EXCEPT LS", TYPE "SHUTDOWN SEQUENCE COMMENCE"), TYPE "RIGEL", TYPE "CODE DELTA" (the door is open), SMASH COMPUTER WITH WRENCH, E, ENTER SHAFT, DOWN, LEAVE SHAFT, INSERT CARD IN SLOT, N, E, INSERT CARD IN SLOT, LOOK AROUND (you see another door), EXAMINE DOOR (it leads to the airlock), EXAMINE SHUTTLE, E, EXAMINE CRAWLER (you see a crate), READ NOTICE (pull to open, push to close), CLIMB CRAWLER, OPEN CRATE, LOOK IN CRATE (the helmet and the axe are there), PUT ALL IN BACKPACK, TAKE HELMET FROM CRATE, TAKE AXE FROM CRATE, DOWN, W, S, WEAR HELMET, TURN WHEEL, S. End of part 2. Part 3: Terror and Temple, Pathfinder and Pirates You are on a ledge. Go DOWN (you are in a nest and see the axe, the green cylinder in the ravine, and the box to the north), TAKE AXE, SEARCH NEST (you get a diamond), EXAMINE DIAMOND (conical), PUT DIAMOND IN BACKPACK, DOWN (in the ravine with rubbish and junk), TAKE GREEN CYLINDER, N, TAKE BOX, PUT AXE IN BOX, SEARCH RUBBISH (you get a pole), EXAMINE POLE (scaffolding - 3 metres long), S, SE (you see a monster), OPEN GREEN VALVE (the monster squirms back in the hole), PUT GREEN CYLINDER IN BOX), S (you see an opening further south), LOOK SOUTH (a mouth of a tunnel), LOOK UP (a lip of rock juts out), THROW POLE UP (it lodges in the ravine), TAKE ROPE FROM BACKPACK, THROW ROPE OVER POLE, REMOVE OVERALLS, DROP OVERALLS, THROW BOX INTO OPENING, HOLD ROPE, SWING INTO OPENING, PULL ROPE (it dislodges the pole as it hits the monster's head before you pull up the rope), PUT ROPE IN BACKPACK, TAKE BOX. Go DOWN, DOWN, (you feel tingling energy), TAKE FLASHLIGHT FROM BACKPACK, SWITCH ON FLASHLIGHT, E (you see stones), TAKE STONES, E (you dislodge rocks), RUN E, N (you see a dark hole), EXAMINE HOLE, DROP STONE IN HOLE (you don't hear it hit the bottom), S, E (you see another dark hole), DROP STONE IN HOLE (it hits the bottom about 20 metres down), W, S (you see another dark hole), DROP STONE IN HOLE (it falls in water about 10 metres down), TAKE AXE FROM BOX, JUMP IN HOLE (you plunge into a river which carries you to high ground onto a sandy beach), DROP STONES, SWITCH OFF FLASHLIGHT, PUT FLASHLIGHT IN BACKPACK, N, N, E (you see a hairy humanoid eating something before it runs off), EXAMINE MOSS, TAKE BERRY, EXAMINE BERRY (has a glow), REMOVE HELMET, N, TAKE CAMERA FROM BACKPACK, EXAMINE CAMERA (just press the button), NW (you hear the sounds of a struggle), N (you see an insect-like creature attacking the humanoid), PRESS BUTTON (the creature is blinded and disappears; the humanoid looks at you with astonishment when you speak and scurries off east). Go E, SE (you see humanoid do something and see the thorns fold back and a dwarf walk through), E (you see a flower), EAT BERRY (your saliva tastes sweet), SPIT IN FLOWER (the thorns fold back), PUT ALL IN BACKPACK, NE, N (you see two red flowers), LISTEN (you hear singing), EXAMINE ROCK (it appears solid), TAP ROCK (the east wall has a hollow sound), SMASH ROCK (you make a hole and hear cries of alarm), E (in the cavern you see an area with a golden statue), DOWN (you see a pentacle of silver with the statue to the east), EXAMINE PENTACLE (silver magic surrounds it), E (you hear an oook!). A beautiful woman arrives with the humanoid. She says she is Jaelaine, high priestess of the Psians. The statue is their god, Kwill. The legends say that the "hand and eye" of Kwill once gave great powers to the "Keeper of the Keys to the Universe". She thanks you for saving Gueex from the Stobor. You tell her your story. She says she knows of the evil men from space, though they know nothing of the Psians' existence. She walks away when a gong sounds. EXAMINE STATUE (one arm is outstretched pointing to the northeast; it has a band on its head and a hole in the band), NE (above you see a shaft), EXAMINE STATUE (it holds a mirror angled to the shaft), EXAMINE MIRROR (dusty and dirty), TAKE TIN FROM BACKPACK, TAKE CLOTH FROM BACKPACK, POLISH MIRROR, SW, TAKE ROPE FROM BACKPACK, THROW ROPE OVER ARM, CLIMB ROPE (you see an empty socket), EXAMINE SOCKET (conical), TAKE DIAMOND FROM BACKPACK, INSERT DIAMOND IN SOCKET (it won't stay), TAKE GLUE FROM BACKPACK, STICK DIAMOND IN SOCKET, PUT ALL IN BACKPACK, DOWN (the diamond begins to glow with the sunlight reflected by the mirror). You are thanked by Jaelaine, and when she brings you back and says that she knows the whereabouts of the ship you seek. You must hurry as someone needs you. She leads you to the pentacle, puts your helmet on and gives you two discs that tell you one day a man will restore their god. He must endeavour to discover their secret. You find yourself on the surface on the moon again in a crater, at the bow section of the Pathfinder where you see a small observation port which has escaped damage. LOOK IN PORT (you see someone injured; he tries to reach a distress beacon but collapses), E, EXAMINE SHIP (you see an orange lever by the airlock door with a sign), READ SIGN (emergency airlock release; stand clear of airlock when lever is pulled), E, EXAMINE HELMET, READ LED (radiation level harmful), W, STAND CLEAR, PULL LEVER, UP (you see a pirate), ROLL PIRATE, TAKE BLASTER, EXAMINE BLASTER (a weapon and a cutting tool – two charges left), CUT DOOR WITH BLASTER (you hear an explosion from the other side – you see a fire), STARBOARD, FORWARD (you see a closed door), TAKE CUTTER FROM BACKPACK, CUT DOOR WITH CUTTER, FORWARD (you see Giles and a beacon), TAKE BEACON, EXAMINE BEACON, TAKE GILES, AFT, AFT, PORT, DOWN, W, NW, NE (you hear an explosion). Go SW, SE, E, E, EXAMINE FOOTPRINTS, E, SE (the explosion was spotted by the pirates who investigate in a spacecraft), SE, E, SEARCH SOIL (you get rations), E, SE, EXAMINE SPACECRAFT (you see a wing), EXAMINE WING, CRAWL UNDER WING, EAT RATION, DROP GILES, WAIT, WAIT (the fighter is destroyed), N, NW, E, E, NE, NE, N, RUN NE (you are behind a boulder), CRAWL N (you see the missile), FIRE BLASTER AT MISSILE, S, S, S, SW, SW, W, W, SE, CRAWL UNDER WING, SWITCH ON BEACON, EXAMINE BEACON (transmitting), TAKE GILES, N, NW, E, E, NE, NE, N (the Flitter lands and takes you and Giles back to the Stellar Queen. Two guards take you to Commanders Rumsy and Adams for your report. REPORT TO CAPTAIN (you tell them about switching off the generators that power the magnetic field and tractor beam. You tell them about the temple and Jaelaine and the discs. You tell them about the wrecked Pathfinder, the rescue of Giles and the destruction of the pirates and their missile launcher, preventing them from destroying the Stellar Queen. Rumsy tells you they have tracked the mother ship and are proceeding to the hospital. Score: 685/750 Terri Sheehan 2008-08-11 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com