441 lines
25 KiB
Solidity
441 lines
25 KiB
Solidity
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JAMES BOND: THE STEALTH AFFAIR
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1 At The Airport, Downtown
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2 In A Cave, Beach, Hotel, Boat,
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Palace, Submarine
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3 Ocean Floor, Headquarters, Endgame
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JAMES BOND: THE STEALTH AFFAIR
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Part 1
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AT THE AIRPORT
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Okay, 007, so you've met with the director of the CIA, who told you about the
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stolen Stealth bomber. Why they would ask a British agent to help when they have
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their own worldwide network of capable agents is unimportant right now. What
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_is_ important is that you have to get out of this darn airport in Santa Paragua
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before you can get on with the game. The customs official wants to see your
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papers. Now, where did you put that passport?
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EXAMINE newspaper machine. Hm, that looks familiar! (Right! You saw the same
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machine in FUTURE WARS, another adventure using the same game engine.) EXAMINE
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coin return slot. Ah, how convenient! There is a coin sitting in the slot. USE
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COIN ON COIN SLOT (not the coin return slot). Unlike the machine in FUTURE WARS,
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this one works the very first time! EXAMINE newspaper. The newspaper will tell
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you which country is currently friendly with Santa Paragua. This is random, so
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make a note of it.
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Enter the door to the bathroom. Enter one of the toilets. OPERATE BRIEFCASE and
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TAKE AMERICAN PASSPORT. (Don't show that to the customs official. It'll make for
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a very short game.) TAKE PEN and OPERATE CALCULATOR to open the secret
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compartment (as explained to you in the manual). EXAMINE the passport falsifier.
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EXAMINE the note at the lower right area of the falsifier. Hm, the instructions
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seem simple enough. OPERATE the up or down button until the sign matches the
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country name in the newspaper. TAKE UNUSED PASSPORT. USE UNUSED PASSPORT ON
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OPENING (at the left edge of the falsifier). OPERATE the Enter button on the
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falsifier. Voila! You now have a validated passport from that country. OPERATE
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BRIEFCASE to close it.
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Leave the bathroom and go back to the customs area. USE THE FORGED PASSPORT ON
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CUSTOMS OFFICIAL. Now we are getting somewhere. SPEAK to the welcome hostess.
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What is this? A telegram for Bond? James Bond? EXAMINE telegram. It says "Flight
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714. Mr. Martinez." It must be from a friendly agent. Go left one screen.
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Enter the open door where the armed guard is. He asks to see your airplane
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ticket. No problem. USE AIRLINE TICKET ON GUARD. Notice the two columns on the
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left side of the screen? One says "5" and the other says "7." They lead to
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different luggage carousels. Try exiting the screen to the left on the near side
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or between the two columns. You will find yourself in front of one of the
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luggage carousels. The blinking letters on the sign in the middle of the screen
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give you the number of the flight that is being unloaded. Naturally, you want to
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be at the carousel for flight 714.
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Once you are at the correct carousel, EXAMINE the luggage coming at you on the
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conveyor belt until you find the one belonging to Mr. Martinez. TAKE LUGGAGE.
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Exit to the right. Enter the closed door on the right side of the screen. Here
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is another bathroom area. Enter one of the toilets. OPERATE LUGGAGE. You find a
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watch and an electric razor. Both, of course, have secret uses which are
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described in your manual. EXAMINE the razor. OPERATE THE RAZOR. There is an
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electric cable attached to it. The razor only works with AC power. Leave the
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toilet and enter the bathroom area again. Notice there is an electric socket on
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the right, past the last toilet. USE ELECTRIC CABLE IN SOCKET.
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The cassette tape machine inside the razor tells you to go meet your contact at
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Las Mimosas Park, and you should be wearing a red carnation. Wait! What is this
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about self-destructing in 5 seconds? Oh, a joke! Ha-ha, very funny! Still, that
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may come in handy later. Leave the bathroom. USE THE FORGED PASSPORT ON THE
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CUSTOMS OFFICIAL. He notices that you are not Mr. Martinez and yet you are
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carrying his luggage. Whew! He only takes the luggage and waves you on your way.
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No harm done. You have already taken everything you need out of the luggage
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anyway.
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Exit to the left, then leave the airport through the door in the middle of the
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screen. Stand next to the taxi sign and wait for a taxi. It shouldn't be long
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before a taxi pulls up. Just walk up to it and you will automatically climb into
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the taxi that takes you to downtown Santa Paragua.
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DOWNTOWN
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The taxi drops you off near a flower shop. How convenient. We can just buy a
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red carnation here and be on our way. EXAMINE American passport. There is some
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currency inside the passport. USE CURRENCY ON FLORIST. Darn. She doesn't have
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enough change for the transaction. Now what? Go left one screen.
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Well, there's a bank right here! I'll bet they can convert your currency into
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change in no time at all. Enter the bank. USE CURRENCY ON THE BANK CLERK behind
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the window. He exchanges some of the currency for coins. While you're at it, you
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may as well exchange all of it. USE CURRENCY ON THE BANK CLERK a second time.
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Now, you have all coins and no currency. Exit the bank.
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Go back to the florist. USE THE FIRST STACK OF COINS ON FLORIST. TAKE RED
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CARNATION. USE RED CARNATION ON JAMES (you). Go left one screen. You are in
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front of the bank again. Go to the far side of the bank and exit left. This must
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be the park mentioned in the cassette. And look, there's the bench right in the
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middle of the screen. Walk to the bench and move around it a bit until the game
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takes over and sits you on the bench. A man in a trench coat comes out from
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behind the bushes to greet you.
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That sure was a brief greeting! A passing car drives by and guns him down
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almost immediately. He does manage to tell you about some documents and gives
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you a key taped to a card with the number 2475 written on it. It sure looks like
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a key to a safe-deposit box. I guess we should go visit the bank again.
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Go right one screen and enter the bank. USE CARD AND KEY ON THE BANK CLERK
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behind the window. He deactivates the security door to the safe-deposit boxes
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and hands your key back. Go down the stairs at the bottom right of the screen.
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Enter the safe-deposit boxes area through the open door. EXAMINE the safes until
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you find 2475. It should be the lowest one in the right column. USE KEY ON SAFE.
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You find a briefcase and open it. You find a calculator inside that allows you
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to open the secret compartment. There is a small electronic box here. EXAMINE
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it. From its description, this must be a safe-cracking device. TAKE SMALL
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ELECTRONIC BOX. There is also an envelope here. EXAMINE envelope. It's marked
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"Operation Stealth." Jackpot! TAKE ENVELOPE.
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Suddenly, two KGB agents come out of nowhere and attack you. You recognize one
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of them. He's the guy that was supposedly your contact who was gunned down at
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the park. This was all a deliberate ploy to get you to open the briefcase for
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them. They have both you and the envelope; you're in big trouble now!
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JAMES BOND: THE STEALTH AFFAIR
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Part 2
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IN A CAVE
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The KGB agents have you all tied up in a cave. Just before they left, they blew
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up the entrance with explosives, and you're trapped. EXAMINE the ground right
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next to you. OPERATE THE GROUND. Mr. Bond, you're one lucky spy: There's a piece
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of sharp metal buried in the ground near you. USE ROPE ON THE PIECE OF SHARP
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METAL and you're free again. OPERATE THE PIECE OF SHARP METAL and it turns out
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to be a pickax. EXAMINE pickax. Left behind by a miner, eh? Okay, I'll buy that.
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EXAMINE the rock wall next to you. You can feel a breeze. Let's see, if I take
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this axe and work on this wall...move slightly to the left of where you're
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standing. OPERATE PICKAX three times and you'll have a hole large enough through
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which to escape. Enter hole.
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Here's the first of several arcade sequences. You are strongly advised to save
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the game here. This one is fairly easy. You're in the water and will have to
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swim to the right of the screen. The red line is your oxygen level: As you swim
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underwater to get through the rocks, this level will decrease. When the level
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reaches zero, you die. If you get to a point on the screen where you can
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surface, you'll restore the oxygen level back to maximum again. Fair enough?
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Well, go for it! Once you finish this screen, there's one more screen to
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conquer. When you exit this second screen to the right, you find yourself back
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in front of the flower shop.
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BEACH
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Go left one screen and you're in front of the bank again. This time, exit to
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the left in front of the bank. You're near a beach with a hotel in the
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background. What is that guy doing on the beach? Speak to the man on the beach.
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He is selling an inflatable bracelet, useful to swimmers and surfers. SPEAK to
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him again until he drops the price to 18. USE COINS ON MAN to buy the bracelet,
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then walk to the hotel.
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HOTEL
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Enter the hotel through the revolving door. SPEAK to the receptionist. Enter
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the door to the side of the elevator. Take the stairs and go up to the third
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floor. The maid is here vacuuming just outside the elevator. Now you know why we
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didn't take the elevator in the first place. You would never be able to get past
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her. Go right two screens to the end of the hallway. OPERATE DOOR. Here, things
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will happen quickly and furiously. First, a girl named Julia pulls a gun on you.
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Then, a man named Otto and two burly guards burst in and capture both you and
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Julia. What is going on here?
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BOAT
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You find yourself on a boat with Julia, Otto, and the guards. They are just
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about ready to tie you to a big rock and throw you overboard. Quickly, OPERATE
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BRACELET. The bracelet inflates just before they tie you up. Both you and Julia
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are thrown into the ocean. You will fall through two ocean screens with
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absolutely nothing to do. As soon as the third scene appears, save the game
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quickly; there's no time to lose! OPERATE BRACELET to deflate it and you're free
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from the ropes. Swim to the girl until you're touching her. OPERATE GIRL to
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untie her and watch as you and Julia try to swim back to the surface two screens
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away before your oxygen runs out.
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It will be very close. But if you were quick enough down at the bottom of the
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ocean, both of you should be able to get back to the surface safely. Sit back
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and enjoy a very long animated sequence as the game tries to tighten up the
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various loose ends in the plot. This sequence ends with you performing some
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magic inside the presidential palace.
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PALACE
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As the magic show comes to an end, you go backstage just in time to see Julia
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being kidnaped by the guards. You decide to follow them. Next thing you know,
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you find yourself in yet another arcade sequence. Needless to say, save the game
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first.
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You find yourself in an overhead view of a maze with guards patrolling
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everywhere. There are many doors in the maze that can be pivoted 90 degrees each
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time you walk into them. Use of these doors and careful timing to trap the
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guards will help you make your way to, first, a blinking key, then to a blinking
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exit. It is actually kind of fun and not very difficult. If you enjoyed this,
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great; there's one more maze immediately following this one. Clearing both
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mazes, you'll find yourself in front of a hallway door.
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OPERATE DOOR to open it and enter. This is a big office. The one thing that
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should attract your attention is the statue near the desk. EXAMINE the statue.
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The arm is a little crooked, isn't it? Well, that is a dead giveaway if I ever
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saw one. OPERATE THE STATUE'S ARM and you discover a safe. It's time to put the
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safe-cracking device to good use. USE THE ELECTRONIC BOX ON SAFE DOOR. You
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should save the game here.
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OPERATE THE VALIDATION BUTTON ON THE BOX to turn it on. Click the up arrow
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button on the safe to change the leftmost digit until its LED lights up on the
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electronic box. Click the lock combination button on the safe to move to the
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second digit. Again, click the up arrow button on the safe until the second LED
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lights up on the electronic box. Repeat with the third and fourth digits on the
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safe. When you have found the correct fourth digit, click the lock combination
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button on the safe one time. The little box should start beeping, indicating
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that its work is done. OPERATE THE VALIDATION BUTTON ON THE BOX to turn it off.
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TAKE LITTLE BOX, OPERATE THE LOCK COMBINATION BUTTON one more time, and the safe
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door opens. The correct safe combination is random. You must use the above
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procedure to open it.
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Hey, there's the envelope again, the one you found in the safe-deposit box! How
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did it end up here? TAKE envelope. Oh, no; not only did the envelope end up
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here, but so did the KGB agents. You're ambushed by them again. As this is
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happening, Otto bursts onto the scene with his guards. One of the KGB agents is
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killed; the other one grabs the envelope and runs. Naturally, you go after him
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while the guards are going after both of you. This is going to be nasty, so save
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the game here.
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The KGB agent is trying to escape by stealing a water scooter and skimming all
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over the ocean. You're in hot pursuit on another stolen scooter: Here comes
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another arcade sequence.
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While you're skimming over the water with the agent right in front of you, you
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have to dodge sharks (or are they rocks?) that come at you from both sides. I
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found a trick here that worked quite well. Move the cursor to the right side of
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the screen. Click the mouse to bring your scooter to the right and off the
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screen completely. Now, no harm can come to you. When the enemy agent stops
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moving around and stays still in the middle of the screen, bring your figure
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back and run into him. That brings an end to this half of the sequence.
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Once you run into the KGB agent, the game takes over; it shows that you
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overpower him and recapture the envelope. But you're not out of the woods yet.
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You are now on the water again, and this time, you're being chased by four
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guards. Save the game as quickly as you can. My little trick won't work here.
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Instead, you have to stay close to the middle of the screen and make quick,
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small movements to dodge the guards as they try to ram you from both sides. This
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is really quite difficult at first, but you can do it easily once you get used
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to the patterns and rhythms of the guards.
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SUBMARINE
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If you stay alive long enough in this sequence, you'll escape the guards and
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board a submarine. Here, you return the document to your superior, and receive
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instructions to go to a secret base and destroy the Stealth plane. Just before
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you leave the submarine, "Q" (the special gadget expert) gives you a compact
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disk that can destroy the vital computer programming necessary to fly the plane.
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He also hands you your special cigarettes. Good luck, Mr. Bond.
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JAMES BOND: THE STEALTH AFFAIR
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Part 3
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OCEAN FLOOR
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Once you're clear of the submarine, save the game. While you're on the ocean
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floor, your main threat comes from a huge shark that always appears from the
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right side of the screen. It swims straight across and is very fast. If you
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happen to be in his path, you're lunch. Luckily, the timing and position of his
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appearance are fixed. If you get killed once, you can avoid him after you
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restore by simply moving to a different position on the screen.
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Go down one screen. You should be at the bottom of the ocean. Move one screen
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left. There are some seaweed plants here. Swim to the one in the center of the
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screen. Get as close to its bottom as you can, then EXAMINE the seaweed twice.
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That will get you an all-important, "can't finish the game without it" elastic
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band. How on earth did I know there was an elastic band HIDDEN in the bottom of
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the ocean? Read on.
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After getting the elastic band, move four screens to the right. You may want to
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save the game after each screen to protect against an untimely appearance by the
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shark. You'll come to a dead-end with two palm trees growing near the middle of
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the screen. Palm trees? In the bottom of the ocean? Yup. That's what the game
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calls them. EXAMINE the right palm tree. Swim close to the palm tree, OPERATE
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THE PALM TREE, and you'll find a button. OPERATE BUTTON and a hole appears to
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the right; enter the hole.
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Remember you wanted to know how I knew there was an elastic band in the bottom
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of the ocean? Well, if you enter the hole without finding the elastic band
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first, the game will give you an inappropriate and blatant message that does not
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make much sense, but at least it's a hint for you to go search for one.
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After entering the hole, walk to the right until you see a pothole above you,
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then OPERATE POTHOLE. A ladder lowers and you climb up to the surface. Gee, talk
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about being at the wrong place at the wrong time. You pull yourself up and find
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yourself in the middle of a hangar surrounded by guards: You're caught yet
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again.
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HEADQUARTERS
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The guards put you inside a locked cage suspended by a cable over a tub of
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man-eating piranhas. The cage is slowly being lowered into the tub. As soon as
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the guards leave, USE PEN ON THE LOCK OF THE CAGE DOOR. (Move the cursor around
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the middle of the cage until you find the lock.) The manual tells you that the
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pen contains an acid that can dissolve most metals. Now what? Well, remember
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reading in the manual about the steel cable in your watch?
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USE THE WATCH ON THE WALL at the top right of the screen and a steel cable
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shoots out and attaches to the wall. That still does not seem to quite do the
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trick. USE THE WATCH ON THE WALL on the wall at the top left of the screen.
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Another steel cable shoots out and attaches to the opposite wall. Now, maneuver
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your character to the right, just past the vent grill. Do not go too far or
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you'll fall off. OPERATE the grill to open it, and go inside.
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Save the game here. You're into another maze game, more difficult this time
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because the entire maze is in darkness, and you can see only a small circle of
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the immediate area where your character is situated. Instead of guards, this
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maze is populated by rats; you can see their red eyes as they roam around in the
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maze. The objective is the same: You need to use trap doors and good timing to
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get to the blinking wrench, then to the blinking exit. If you succeed, you get
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to do it again in another maze. Surprisingly, these mazes aren't as difficult as
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they appear.
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Once you get past both mazes, you'll end up in a bathroom with showers. There's
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|
a soldier here brushing his teeth. OPERATE SOLDIER and you knock him out! TAKE
|
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|
NAPKIN near the mirror and USE THE NAPKIN ON THE SOLDIER. You gag him with the
|
|||
|
napkin so he can't call for help. EXAMINE army boots on the floor, TAKE ARMY
|
|||
|
BOOTS, TAKE laces, and USE laces on the soldier to tie him up. TAKE THE CLOTHES
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|
on the bench. Once you have both the boots and the clothes, the game will take
|
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|
over, and you'll change into the soldier's uniform in one of the showers.
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|
EXAMINE the sink and TAKE THE GLASS on the sink.
|
|||
|
|
|||
|
Exit the bathroom through the door at the bottom of the screen. Go left and
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|
around the bend to the next screen. Enter the door in the middle of the screen.
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|
OPERATE THE SECOND LOWEST DRAWER on the left, then EXAMINE the drawer. TAKE
|
|||
|
LACES and USE LACES ON JAMES. Your boots are now tied with the new laces.
|
|||
|
OPERATE THE BOTTOM DRAWER on the right. EXAMINE the drawer, TAKE BLANK STAMP,
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|
and exit the room.
|
|||
|
|
|||
|
You may notice that there's another door here facing left. This is the door
|
|||
|
that leads to the piranhas. You certainly don't want to relive that experience
|
|||
|
again, do you? Follow the hallway to the right, go to the next screen, and enter
|
|||
|
the door in the center of the screen.
|
|||
|
|
|||
|
EXAMINE the clothes lying on the bed. TAKE THE MISSION INSTRUCTIONS and USE THE
|
|||
|
GLASS ON THE WATER FOUNTAIN at the lower right edge of the screen. Exit the
|
|||
|
room, go right, around the corner, and up to the next screen.
|
|||
|
|
|||
|
Here, you encounter an officer and several soldiers. The officer orders you to
|
|||
|
bring him a glass of water. Before you have a chance to say, "I've got it right
|
|||
|
here," the game kicks you back to the previous screen. Go up to reenter the
|
|||
|
screen. All the soldiers have disappeared, including the officer. Gee, that's
|
|||
|
fast. Go left one screen, enter the first door you come to, and save the game.
|
|||
|
|
|||
|
Notice that the officer who wanted the glass of water is sitting behind a desk.
|
|||
|
Also notice there's a stamp (one that uses ink, not a postage stamp) on the left
|
|||
|
corner of the desk. USE THE FULL GLASS ON THE OFFICER. The game will walk your
|
|||
|
character closer to the desk before the glass is given to the officer. As your
|
|||
|
character is moving, quickly select TAKE and move the cursor over the stamp. As
|
|||
|
soon as the officer takes the glass and starts drinking, click your mouse to
|
|||
|
activate the command. If you do everything right, you'll switch the officer's
|
|||
|
stamp with the blank stamp, and he'll be none the wiser. But you must be pretty
|
|||
|
quick here: When the officer finishes with the glass, he will tell you to leave.
|
|||
|
Exit the room.
|
|||
|
|
|||
|
Go right one screen, down one screen, and enter the door. You're back in the
|
|||
|
room where the water fountain is. There's a control board at the upper right
|
|||
|
edge of the screen. Just below it in a black area there's a garbage dump.
|
|||
|
OPERATE GARBAGE DUMP and you'll find an inflatable lifeboat. TAKE LIFEBOAT. Now,
|
|||
|
select TAKE again. Move your cursor slowly over the area, just to the right of
|
|||
|
the armchair, until you find the inkpad. You won't see it, but the game will
|
|||
|
tell you when the cursor is over it. TAKE THE INKPAD. (Note that the inkpad
|
|||
|
won't even be there until AFTER you have taken the officer's stamp.)
|
|||
|
|
|||
|
USE THE OFFICER'S STAMP WITH THE INKPAD to ink the stamp. USE THE INKED STAMP
|
|||
|
WITH THE MISSION INSTRUCTIONS to get an authorized mission instruction. OPERATE
|
|||
|
THE CIGARETTE CASE in your inventory to open it to reveal four cigarettes.
|
|||
|
EXAMINE all the cigarettes. The first one should have a blue ring on it; the
|
|||
|
fourth one should have a red ring on it. The manual tells you that the first one
|
|||
|
is for revealing fingerprints, while the fourth one has a mini-rocket in it.
|
|||
|
OPERATE THE FIRST CIGARETTE to get cigarette paper. OPERATE CIGARETTE PAPER ON
|
|||
|
GLASS to get the fingerprint of the officer. You're now ready for the finale.
|
|||
|
|
|||
|
ENDGAME
|
|||
|
|
|||
|
Exit the room, go right around the corner, and onto the next screen. USE
|
|||
|
FINGERPRINT ON THE FINGERPRINT READER just to the left of the security door.
|
|||
|
Stand in front of the door and enter when it opens. Follow the hallway to the
|
|||
|
right and enter the next door. USE THE AUTHORIZED MISSION ON THE MAIL SLOT just
|
|||
|
to the left of the guard. He will deactivate the force field and open the next
|
|||
|
door for you; enter it.
|
|||
|
|
|||
|
You're in another hallway similar to the first one except there's a trash can
|
|||
|
at the end of this one near another door. There's also an electric socket right
|
|||
|
next to the trash can. (Actually the game describes it as an electric plug which
|
|||
|
doesn't sound right to me.) Well, that should be an obvious clue. USE THE
|
|||
|
ELECTRIC CABLE (from your razor) ON THE ELECTRIC SOCKET. OPERATE THE RAZOR to
|
|||
|
make sure it's turned on. USE THE RAZOR ON TRASH CAN to hide the razor. Enter
|
|||
|
the door for the final confrontation.
|
|||
|
|
|||
|
You should save the game here just in case your timing is off the first time.
|
|||
|
Otto is here, guarding Julia. Dr. Why -- the brain behind the Stealth Affair --
|
|||
|
is here: the UBG (ultimate bad guy) in the game. When possible, select USE and
|
|||
|
the LAST CIGARETTE in your inventory. Position the cursor on the computer
|
|||
|
console to the right (not the one with the CD player). Then, just relax and
|
|||
|
enjoy the various scenes showing the Stealth plane taking off. Soon, your razor
|
|||
|
cassette recorder will be playing the self-destruct joke again, thus creating a
|
|||
|
diversion. As soon as the diversion begins, click repeatedly until your
|
|||
|
cigarette rocket is fired. Wait until it completes its flight path and destroys
|
|||
|
the computer console to your right. Now, very quickly, OPERATE OTTO and get into
|
|||
|
a fistfight with him. You must do this quickly, or Otto will put a bullet right
|
|||
|
between your eyes.
|
|||
|
|
|||
|
While you're occupied with Otto, Dr. Why will leave the command center, taking
|
|||
|
Julia with him. When you're finished with Otto, the first thing you need to do
|
|||
|
is to USE THE COMPACT DISK ON THE CD PLAYER. That disables the computer
|
|||
|
programming that guides the plane, and allows the plane to be easily destroyed.
|
|||
|
Quickly, move to the door on the top left of the screen and leave the command
|
|||
|
center. If you dally too long, you'll die when the whole center blows up.
|
|||
|
|
|||
|
Once you leave the command center, the next sequence is automatic. So just sit
|
|||
|
back and watch. Dr. Why throws Julia on the ground and is getting into his
|
|||
|
helicopter. You rush forward just as the helicopter is taking off. Both you and
|
|||
|
Julia manage to hang onto the bottom of the helicopter and are lifted off the
|
|||
|
island. The next scene shows the island exploding and sinking with the
|
|||
|
helicopter barely escaping. As soon as the next scene appears, save the game
|
|||
|
IMMEDIATELY.
|
|||
|
|
|||
|
You only have two or three seconds to make a move, so you really have to be
|
|||
|
quick about it. USE THE ELASTIC BAND ON THE BOMB which should be above and
|
|||
|
slightly to your right. You and Julia will fall from the helicopter. You have
|
|||
|
two screens to fall before you reach the ocean and get eaten by the sharks.
|
|||
|
|
|||
|
Wait a minute...you mean I've walked you through this whole game just so you
|
|||
|
can watch Julia and yourself being eaten by sharks? Oh, sorry; there's one last
|
|||
|
move I forgot to give you. During those two screens where you're falling towards
|
|||
|
the ocean, OPERATE THE LIFEBOAT in your inventory. There, happy now? Relax and
|
|||
|
enjoy the conclusion!
|
|||
|
|
|||
|
JAMES BOND: THE STEALTH AFFAIR is published by Delphine Software and
|
|||
|
distributed by Interplay Productions.
|
|||
|
|
|||
|
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
|||
|
|