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Double Agent (Double_Agent.txt)

DOUBLE AGENT
Written by Tom Frost (Tartan Software)
Walk Through by Dorothy Millard (Spectrum 48K Version)

Scenario
You control two agents and must obtain samples of Marego water and rock, also a source of power,
then transport all three objects and the two agents to the home planet.

Notes
1. When one agent moves, control automatically switches to the other, but you can tell one to WAIT
while the other moves around and does things, or if one is waiting (on hold) you can switch back to
him by typing in his number, 1 or 2.
2. One of the agents is strong, but doesn't know the Marego language, the other does know the
language.
3. The name of the computer access code could be Gerrard, Bridge, Campbell, Kelly or Gordo and
changes with each game, as do the numbers which open the doors.  The green code is a red herring.

Walk Through
(Start outside building), N, W, E, W (dark room), FEEL AROUND (agent 2 finds a cord suspended from
above), PULL CORD (the light comes on and you see a key - pick it up?), YES, W, S, N, W, W, W
(strongroom), UNLOCK SAFE (there is a remote control device for doors inside the safe - pick it
up?), YES, E, S (you pass through a door), E, S (room under repair), SEARCH RUBBLE (you find a
hammer - pick it up?), YES, W, W, N (research laboratory), EXAMINE BENCH (see a drawer), OPEN DRAWER
(see a plastic key card - pick it up?), YES, EXAMINE CARD, E (to a door with no handle), EXAMINE
DOOR, PRESS BUTTON (on the remote control - you pass through the door), S, 1 (switch agent), INSERT
CARD (you pass through the door and join agent 2), GIVE DEVICE (to the other agent). 

1 (switch agent), GIVE CARD, 2 (switch agent), INSERT CARD (you pass through the door), PRESS BUTTON
(on the remote control - you pass through the door), N, S, N, S, E, E (storeroom), EXAMINE CUPBOARD
(locked), HIT CUPBOARD, (you smash it open to reveal a book... pick it up?), YES, EXAMINE BOOK, OPEN
BOOK, READ BOOK (contains codes), W (dark room), PULL CORD (light goes out), W, S (see length of
cord), GET CORD, EXAMINE CORD, N, W, E, EXAMINE BOOK, OPEN BOOK, READ BOOK (contains codes), TURN
PAGE (teleport room is red), TURN PAGE (secure area code is yellow), TURN PAGE (blank), TURN PAGE
(crystal room code is blue), TURN PAGE (computer access code is ...... - note that this is different
for each game so make a note of it).

PRESS SWITCH (enter access code word), ENTER ...... (see a panel of numbers corresponding to each
colour which are different for each game so make a note of them), E, E, S (trunk room), MOVE TRUNK
(reveals a trapdoor), OPEN TRAPDOOR, D, S (you use your card to pass through another door where you
see an empty plastic bottle), GET BOTTLE, U (square room), EXAMINE DOORS (east and west have key
pads on them, the north has a slot and the south is plain), READ SIGN (electronic system broken -
operate manually), DIAL ...... (your yellow code numbers), W, W, W (generator room), DROP BOOK, GET
LEVER, EXAMINE LEVER, E, N, DIAL ...... (your yellow code numbers again), N (square room), 1 (both
agents meet again).

DROP HAMMER, 1 (switch agent), DROP DEVICE, GET HAMMER, 2 (switch agent), PULL ROPE, WAIT, E (side
of hill), EXAMINE BOULDER (large and heavy), HIT BOULDER (a lump of rock falls off), DROP HAMMER,
GET LUMP, 2 (switch agent), PULL ROPE, WAIT, W (square room), GIVE ROCK, 2 (switch agent), GIVE
LEVER, PULL ROPE, WAIT, E, LEVER BOULDER (see a cave to the east), E (inside cave), DROP LEVER, GET
BUCKET, TIE CORD (to what?), TO BUCKET, PULL CORK (you drop it), FILL BUCKET (it leaks), FILL
BOTTLE, GET CORK, REPLACE CORK, GET LEVER, W, 2 (switch agent), PULL ROPE, 1 (switch agent), W, DIAL
...... (your yellow code numbers), DIAL ...... (your yellow code numbers, again).

1 (switch agent), THROW LEVER (it lands on the landing), HOLD LADDER (you need both hands so you
drop everything else), 2 (switch agent), U (ladder - you drop everything), GET BUCKET, W (landing),
GET LEVER, N (generator room), CATCH CRYSTAL, WAIT, CLIMB SHELVES (see a glass cutter on the top
shelf so you push it and climb down), GET CUTTER, EXAMINE CUTTER S, DIAL ...... (your blue code
numbers - crystal room), CUT HOLE (oil pours out and the crystal rolls out), MOVE CARPET (see a
service hatch), LEVER HATCH (open), KICK CRYSTAL (it falls through the hatch and the other agent
catches it in the bucket), 1 (swap agent), FILL BUCKET (with oil), E, DIAL ...... (your blue code
numbers), HOLD LADDER, 2 (swap agent), D (ladder), GET BUCKET, GET ROCK, GET BOTTLE, DIAL ......
(your red code numbers), DIAL ...... (your red code numbers - both agents are now in the teleport
room), BEAM UP (final report - sample of Marego water - yes, sample of Marego rock - yes, crystal
power source - yes).

Mission Complete

Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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