518 lines
29 KiB
Solidity
518 lines
29 KiB
Solidity
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COUNTDOWN
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1 General, Sanctuary
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2 Mason, McBain, Lisa, Rachel,
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Fontaine, HQ, Carlos,
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Golden Desire, Buzz
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3 Scorpio, Lisa, Jack, Colosseum,
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Orient Express, Gina, Endgame
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COUNTDOWN
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Part 1
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GENERAL
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In COUNTDOWN, you are a secret agent working for the CIA, one of the good guys.
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Unfortunately, that's about all you know when the game begins. You see, you're
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in this prison/hospital known as the "Sanctuary." You've been hit hard on the
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head, and although not much damage has been done, you are suffering from
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amnesia. Worse yet, you've been scheduled for a lobotomy in the morning. Your
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job...well, okay, _our_ job is to escape from the Sanctuary, regain your
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identity, and get even with the person who struck you. (Be prepared to take on
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something much bigger and more sinister.)
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Mostly, the puzzles in this game involve searching a series of rooms. You will
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be MOVEing, OPENing, and GETting various items, as well as USEing them. The game
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does not give clues to indicate which items need to be manipulated. You must be
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very thorough and persistent to win. This walkthru, therefore, consists mainly
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of all the actions that need to be accomplished, but very little explanation.
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A lot of the important objects in COUNTDOWN are depicted with so little detail
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that it's often difficult to recognize them for what they are. In this walkthru,
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I'll try to describe the onscreen locations of the objects. If you have
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difficulty finding an item to MOVE or OPEN, try moving the cursor around likely
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places until you find it.
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TALKing to the various characters can be a real pain. Several of them will not
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answer your questions or will even kill you if you do not APPROACH them in just
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the right way. The walkthru will provide the right conversation sequences
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whenever necessary. If such a sequence is not given, then you are safe to use
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either the HELP or PLEASANT approach. After the correct approach has been made,
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be sure to ASK ABOUT everything available on the list. This is not only
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necessary to solve the game, but it is vital in understanding the story.
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And what a story! This game has an excellent plot. When I was playing the game,
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I had more fun watching the story unfold than solving the puzzles. In the
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walkthru, I will intentionally leave out most of the plot. I want you to get the
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help you need with the puzzles and still be able to unravel for yourself the
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engaging story contained in this game.
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SANCTUARY
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You are locked in your room in the Sanctuary. The first order of business is to
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get out of the room and explore the rest of the territory. LOOK CHART. Wow! What
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a great animated sequence. This is one of several flashback sequences in the
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game. It's a clever way to show how your memory is returning, Hollywood style.
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GET CUP and GET KEY (a glint under the bed). USE CUP on BUG (flying around on
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the right near the window). TALK to GUARD who appears outside your door
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periodically. You can try HELP and PLEASANT, and ASK ABOUT everything listed.
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OFFER BUG to the guard. LEAVE the conversation. Wait until the food arrives. GET
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KNIFE (to the right of the food tray). Use the mouse or the arrow key to walk
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your character close to the window. USE KNIFE on WINDOW to cut open the security
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screen. GO TO WINDOW.
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You are out on the ledge just outside your window. You will have to find
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something fast to take your place in the room so that the guard will not get
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suspicious. MOVE and OPEN the second WINDOW to the right. GO TO WINDOW. You are
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in an empty room. From this point on, each time you are ready to leave a room,
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be sure to save your game. There are guards patrolling throughout the Sanctuary.
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If they see you, you'll be recaptured, and that's the end of the game.
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They are very punctual in their rounds. Each time you leave a room, note the
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time as indicated at the top right of the screen. If you should run into a
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guard, restore the game, and this time, wait a few extra seconds before leaving,
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or move in the opposite direction, and you should be able to avoid capture. It
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can be quite frustrating, but unfortunately, it's part of the game.
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Okay, let's pick up where we left off. You're still in the empty room. OPEN
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DOOR. GO TO DOOR. Once outside the room, go east to the intersection, then north
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to the end of the hallway. OPEN the DOOR to the north. GO TO DOOR. There is a
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CPR dummy here. GET CPR DUMMY. OPEN DOOR. GO TO DOOR. (Don't forget to save your
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game first. This is the last reminder.) Move east and south to the intersection.
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Go west and GO TO the first DOOR on the south. You're back in the empty room
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again. GO TO WINDOW to get back out on the ledge, move two windows to the left,
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and GO TO WINDOW. You're now back in your own room. USE CPR DUMMY on BED. Whew!
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Now, at least, you won't have to worry about the guard checking up on you.
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Go out the window and return to that empty room again. OPEN DOOR. GO TO DOOR.
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Right across the hall from you is an open door. GO TO DOOR. This is a closet.
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GET SCISSORS (hanging on the side of a shelf above a mop). GET BLANKET (second
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shelf from the bottom to your left). GO TO DOOR.
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Go east to the intersection. There's a door to the east. OPEN DOOR. GO TO DOOR.
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You find a naked man locked behind a viewing window. There's an intercom to the
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right of the window. TALK INTERCOM. You need to use three different sequences:
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PLEASANT PLEASANT; PLEASANT HELP PLEASANT; HELP PLEASANT PLEASANT. Then, OFFER
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BLANKET. ASK ABOUT everything. LEAVE the conversation. You get quite a bit of
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information and also a possible way of escape. Now, if you can just find this
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Barney guy that he told you about.
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OPEN DOOR. GO TO DOOR. Go north to the end of the hall, then go west. You see
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stairs going up and down, and a hallway leading south. Take the southern hallway
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until you see the third door to the west. OPEN DOOR. GO TO DOOR. Hm, the
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initials "B. S." are carved on the wall. This must be Barney's room. MOVE
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PILLOW, GET KEY (under pillow), MOVE PICTURE, and LOOK at WRITING (behind
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picture). Aha, a clue to the escape route! OPEN DOOR. GO TO DOOR.
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Go north and take the stairs going up. Go south, then follow the hallway to the
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east. OPEN the first DOOR to the north. GO TO DOOR. Apparently, this is a
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changing room. There are several lockers here. USE KEY on LOCKER (the third one
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from the right) and GET BAG. You found a little money in the locker. MOVE TOWEL
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(the one on the bench) and GET KEY (under the towel). USE KEY on LOCKER (the
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fifth one from the right) and GET BOOTS. Before you go, LOOK at BLOOD (on the
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floor near the dumpster) to see another flashback. OPEN DOOR (the one to the
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north). GO TO DOOR.
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Go west and follow the hallway going south. OPEN the first DOOR to the east. GO
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TO DOOR. This is a supply room and it is very dark in here. There's a magazine
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on the second shelf against the wall. OPEN MAGAZINE. You learn that this
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building was originally a monastery, and there is an underground catacomb. GET
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CROWBAR (sticking out of a drawer on the right side of the screen). USE CROWBAR
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on BOX (above the short file cabinet on the left side of the screen). GET HOOK.
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OPEN DOOR. GO TO DOOR.
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Go north and take the stairs going down. Go downstairs one more time. Follow
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the long hallway going south, then turn east, and go all the way to the
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southeast corner of the floor. Along the eastern wall there are four doors --
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each leads to an operating room. OPEN the second DOOR from the south. GO TO
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DOOR. There is a box on the floor. OPEN BOX and GET FLASHLIGHT. OPEN DOOR. GO TO
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DOOR. Go north until you see the fourth door. OPEN DOOR. GO TO DOOR. There is a
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dart board on the wall with a scalpel. GET SCALPEL. OPEN DOOR. GO TO DOOR.
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Go west toward the stairs and take the south hallway just before the stairs.
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OPEN the first DOOR to the west. GO TO DOOR. This is the evil doctor's office,
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and he is sitting in his chair, taking a nap with a wine bottle in his hands.
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Nice guy! LOOK at NEWSPAPER (on the floor).
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Learn about the upcoming presidential election and a terrorist group called
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Black December. I told you you'd be up against something very sinister, didn't
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I? OPEN DRAWER (the second drawer of the file cabinet to the left). LOOK at
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DRAWER to get some information about Jack Quinn. GET KEY RING (from the doctor's
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desk). MOVE PAINTING (in the middle of the screen). LOOK at WRITING (behind
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painting). A safe combination? So is there a safe around here? MOVE BOOKS
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(second shelf of the bookshelf). Aha, a safe! OPEN SAFE and GET MONEY.
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Now, it's time to grill the doctor to get some vital information. Specifically,
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you must find out who was standing next to him in your first flashback;
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otherwise, you will not be able to leave the Sanctuary. USE SCALPEL on DOCTOR.
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PLEASANT PLEASANT HASSLE HASSLE. ASK ABOUT everything. LEAVE the conversation.
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You have done all you need to do in the Sanctuary. It's time to escape. OPEN
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DOOR. GO TO DOOR.
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Go north and take the stairs going down. This must be the basement of the
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Sanctuary. There's only a single door here and it's locked. It's a good thing
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that you found the key in Barney's room. USE KEY on DOOR. GO TO DOOR. You find
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yourself in another dark room where you can barely make out a furnace. LOOK
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carefully near the middle of the screen. There is a phone box here. OPEN PHONE
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BOX and USE SCISSORS on PHONE BOX. You have to cut the communication between the
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Sanctuary and the outside world; otherwise, you'll be recaptured once you
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escape.
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MOVE COAL (near right center screen). GET PICK (it appears after you move the
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coal). LOOK at the hole just above the initials "B. S." Walk as close to the
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hole as possible. USE PICK on HOLE, then GO TO HOLE.
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You're in a small maze, the underground catacomb mentioned in the magazine. The
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maze is not too complex but you may want to map it. Giving directions is very
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difficult, but here goes. Take the first possible east corridor. There's a short
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jog to the south, after which take the first east corridor again. You come
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across a pool of water, then the corridor turns south. Turn east again as soon
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as you can. Follow this trail, which will lead you to a casket. Go east from the
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casket until you reach an intersection. Turn south and go as far as you can,
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making no other turns. At the end of this, jog west, then south. Here you should
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see another passage leading south just to the right of you, with a heart-shaped
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pool in it. Take that passage and follow it all the way to the exit. GO TO
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DOORWAY.
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You are now in a wine cellar and there's a dead body here. Could this be
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Barney? GET RAG (on the floor near the wine rack) and USE RAG on PLAQUE (to the
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right of the wine rack). So, there is a secret door here? Now, how do you know
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which four bottles to move? MOVE CRATE (on the floor to the left of the wine
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rack). A second plaque! LOOK at second PLAQUE. So, the monastery was founded in
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the year MCDXXXIII. That translates to 1433. That's the clue to the wine
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bottles. Always counting from the left, MOVE the first BOTTLE on the top shelf,
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MOVE the fourth BOTTLE on the second shelf, MOVE the third BOTTLE on the third
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shelf, and MOVE the third BOTTLE on the bottom shelf. Voila! A secret door
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appears on the right side of the screen! Just one more thing to do before we
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leave: USE CROWBAR on CRATE (the one in front of the dead body). GET WINE. GO TO
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DOORWAY (right of screen).
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Boy, is it dark out here. You can hardly see anything. LOOK at WALL (center of
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screen and slightly above you). There are some notches on the wall. Walk as
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close to the wall as you can, and USE BOOTS on WALL. Move the cursor to the top
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of the screen above your character, and click it to make your character climb up
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the wall. Continue until you are near the top and can move no farther. USE HOOK
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on TOP. Okay, you have climbed the cliff and are now outside the Sanctuary.
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There are two cars here. How considerate of them to provide you with a getaway
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vehicle. LOOK at CAR (the one on the left) to experience another flashback. USE
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KEYS on CAR DOOR. Finally, the great escape is successful, and you're on your
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way!
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COUNTDOWN
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Part 2
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MASON'S APARTMENT
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From the destination menu, select Mason's apartment by train. LOOK at PHOTO (on
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the floor, center of screen). That's a nice picture of Lisa Loomis, a fellow CIA
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agent and your girl friend. LOOK at WORK (on the desk) to learn more about Black
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December and a new character, Stormbringer. GET BATTERY (on top of the
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television). MOVE the left PILLOW and GET KEY (under pillow). MOVE the FLOWER
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POT (on top of the ice box). GET CAD (Computer Access Device). GET CRACKER (on
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the kitchen table). USE KEY on CAGE DOOR (the bird cage in the kitchen, right
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side of screen).
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As soon as the cage door is opened, the parrot flies out and starts to insult
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you. Getting upstaged by a bird...this is a new low for you. LOOK at BIRD. It's
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carrying a key! USE CRACKER on BIRD. You may not have noticed it, but the bird
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just dropped the key on the kitchen counter. GET KEY and USE KEY on DRAWER (top
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right drawer of the desk). LOOK at DRAWER and you see the word DOLPHIN. This is
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the password you need to use the CAD. USE CAD and type in the password
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"Dolphin."
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Choose Research and select everything on the list to get more of the story.
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When done, EXIT out of the CAD menu. You can also open the ice box for a point.
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Later, after you've found some explosives, you can come back and blow up the
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bird for 10 points more. Now, what does that tell you about COUNTDOWN's author?
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Oh well, different strokes, and all that. For now, OPEN DOOR, GO TO DOOR, and
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leave.
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When you get back to the travel menu, you will be informed that you have E-mail
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waiting. Select USE CAD SYSTEM and READ the E-mail. When you are finished,
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select McBain's apartment as the destination.
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MCBAIN'S APARTMENT
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GET KEY (on the floor, near the window, next to the chair). LOOK at STATUE and
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MOVE SHIELD (on the statue). A keybox appears on the statue as soon as you move
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the shield. USE KEY on KEYBOX. The fireplace moves up and a fancy computer
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station is revealed. MOVE SWITCH (on the computer). LOOK at COMPUTER.
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Interesting. McBain had information about Black December's possible strike
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points and the code-name of the operation: Thunderbolt.
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LOOK at EXPLOSIVES (right bottom shelf of the computer) and GET EXPLOSIVES.
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LOOK at the NOTEPAD (on the desk) and GET NOTEPAD. LOOK at BOX (second shelf on
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the bookshelf) and GET BOX. You get more money and a passport that will allow
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you to travel to other countries. MOVE SHELF (the entire bookshelf) and you find
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a safe! LOOK at SAFE. This is one elaborate safe that even Alexander Monday
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would have trouble opening. Well, we can always do it the hard way. USE
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EXPLOSIVE on SAFE. (Note: The explosives have a 10-second delay, so be patient.)
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LOOK at BOX (in the safe). It contains a dossier on Iraqi agents in Israel. USE
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CAD on NOT, then ANALYZE NOTE. ENHANCE. I need to point out something very
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important here. Do _not_ use the mouse to click the CAD "+" button to enhance.
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Instead, tap the "+" key on your keyboard slowly until the hidden writing is
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clearly legible. Make sure you do it this way anytime you use the CAD to enhance
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anything.
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Once the handwriting is clearly readable, read the message, and exit the CAD
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without changing the enhancement. The message is to Rachel Akure to set up a
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meeting. Perhaps it will be to your benefit to go pay her a visit. One last
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thing before we leave here: LOOK at WINDOW and get another flashback. (Isn't
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that great? I never tire of watching these nifty animations.) GO TO DOOR. Before
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we visit Rachel in Jerusalem, let's go see Lisa Loomis, who is nearby in
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Istanbul.
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LISA LOOMIS
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Use any approach you like with her, then ASK ABOUT everything possible. This
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should move the story along nicely, and she's nice to look at, too, isn't she?
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LEAVE the conversation. Select USE CAD. Research on any new names that you
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picked up. EXIT CAD. Choose Rachel Akure as your next destination and go by
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plane.
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RACHEL AKURE
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Rachel is another pretty lady, but deadly. She does not seem to be very fond of
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you. OFFER the DOSSIER to get her to answer your questions. ASK ABOUT everything
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possible. OFFER her $500 to get a hypodermic dart filled with sodium thiopental
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(truth serum). That's about all you can do with Rachel. LEAVE the conversation.
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Your next destination is Cairo, Egypt. It's time to pay Fontaine a visit to find
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out why he asked the evil doctor to "take care of you." By all means, take a
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plane.
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FONTAINE
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Once you reach this location, OPEN DUMPSTER and GO TO DUMPSTER. If you don't,
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Fontaine will shoot you on sight! Stay in the dumpster and wait until the hitman
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stops right in front of it. Now, quickly, USE DART on HITMAN. TALK to HITMAN.
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Fontaine is under the influence of the truth serum and will answer all your
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questions. So, ASK ABOUT everything. When you ask him about Black December, he
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will give you the location of their headquarters. LEAVE the conversation and GO
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TO STREET (left edge of the screen). Your next destination is Black December's
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headquarters in Athens, Greece. Go ahead and splurge; take a plane.
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HEADQUARTERS
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Be sure to save the game first because this series of moves requires timing.
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Notice that the corridor on the right side of the screen leads back to a door.
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There is a disassembled catapult near the center of the screen. A guard comes
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out of the door regularly to make patrol rounds. You are safe as long as you
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stay near the catapult.
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There is a big rock about halfway down that corridor. Get a fix on the location
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of the rock. Have you gotten all that? This is what we have to do. First, wait
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until the guard has made his round and is walking back towards the door. Move as
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quickly as you can to the rock. GET ROCK. You have to be right next to it to be
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able to get it. Now, make your way back to the catapult. GET CATAPULT ARM (left
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of screen). USE CATAPULT ARM on CATAPULT. MOVE LEVER (there is a black lever on
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the catapult, to the left). USE ROCK on CATAPULT. The catapult is now set to
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fire. Select MOVE, put the cursor on the black lever, and click once so that you
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only need to click the mouse one more time to activate it. Wait until the guard
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comes out of the door and walks to where the big rock used to be. Click the
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mouse to move the lever which flings the rock at the guard. That is one squashed
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guard! Satisfying, no? Save the game again.
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OPEN DOOR. Note the time indicated at the top right of the screen. GO TO DOOR.
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There is another guard here. When you enter the door, you need to catch him
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walking to the right, with his back toward you. Use your saved game until you
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get the timing right. Once you are safely inside, move to the right, and enter
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the room where you see a hostage sitting, and hide behind the wall. The guard
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will move up beyond the top of the screen, then return, and start walking to the
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left. As soon as he makes his move to the left, dash up to the top the screen,
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and enter the room to the right where there is a safe.
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Don't bother with the safe for now, just hide behind the wall. See that monitor
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near the center of the screen? Select USE EXPLOSIVES, move the cursor to the
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monitor, and click once. Wait until you see the guard again. As soon as he
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reappears, click one more time to activate the explosives. Ten seconds later,
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just as the guard is standing right next to it, the monitor blows up, and takes
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the guard with it. Neat! Now, you have plenty of time to do what you need to do.
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Go back and TALK to the HOSTAGE. He is more than happy to answer your
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questions. ASK ABOUT THUNDERBOLT and learn about Jackal. ASK ABOUT BLACK
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DECEMBER and obtain a photo from the hostage. LEAVE the conversation. USE CAD to
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ANALYZE the PHOTO. Enhance it to the maximum size, and look at the tattoo on the
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arm of the man on the right side of the photo. Exit the ANALYZE option and
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RESEARCH JACKAL to get the name of his control agent: Carlos Ramirez. RESEARCH
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CARLOS. TRAVEL. Take a plane to visit Carlos in Barcelona, Spain.
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CARLOS RAMIREZ
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OFFER $300 to Carlos to get a lockpick. You will need it to open the safe in
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Black December's headquarters. You also need to get some information from
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Carlos. BLUFF BLUFF PLEASANT PLEASANT. OFFER WINE. ASK ABOUT everything, and, in
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particular, JACKAL and SCORPIO. Carlos will tell you about Scorpio's girl
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friend, Golden Desire. Be sure to ASK ABOUT GOLDEN DESIRE as well. LEAVE the
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conversation, and return to Black December's headquarters. We have a safe to
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open.
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BLACK DECEMBER'S HEADQUARTERS (SECOND TIME)
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This time there are no guards to hassle you. GO TO DOOR. Go right and up until
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you see the safe. USE LOCK PICK on SAFE and GET NOTE. USE CAD to ANALYZE NOTE
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and ENHANCE NOTE. This is the bomb disarming instruction which may just come in
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handy later in the game. Perhaps you should write it down. TRAVEL. Let's take a
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plane to pay a visit to Golden Desire in Venice, Italy.
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GOLDEN DESIRE
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TALK to BARTENDER. It's obvious what this guy wants. OFFER him $500, then ASK
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ABOUT SCORPIO and GOLDEN DESIRE. LEAVE the conversaton. GO TO DOORWAY on right
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side of screen. With the help of the bartender, you now see Golden Desire
|
||
sitting there waiting to talk to you. TALK to WOMAN. ASK ABOUT SCORPIO and
|
||
JACKAL. LEAVE the conversation.
|
||
|
||
There's a blackjack machine here. You can play if you want, although you have
|
||
plenty of money to finish the game. Do keep track of the time if you really want
|
||
to gamble. There is a doorway here leading to the dressing room of Golden
|
||
Desire. There is also a big bodyguard standing right in front of it. Be patient.
|
||
If you wait long enough, the bodyguard will leave. After the bodyguard leaves,
|
||
make sure that Golden Desire is either dancing on stage or still sitting in the
|
||
chair. GO TO DOORWAY.
|
||
|
||
You are now in her dressing room. OPEN BOX (on the floor). It is a make-up kit.
|
||
GET BOX. LOOK at ASHTRAY (on the table). LOOK at JEWELRY BOX (left side of
|
||
table). GET KEY (on top of the door on the left of the screen). USE KEY on
|
||
JEWELRY BOX, GET KEY (from jewelry box), and USE KEY on right top DRAWER of the
|
||
table. GET STATIONARY (in the drawer). USE CAD to ANALYZE STATIONARY. Here you
|
||
learn that Scorpio is not dead, and he has a Russian friend named Buzz Brezhnev.
|
||
RESEARCH BUZZ. EXIT CAD. OPEN DOOR (the left one). GO TO DOOR.
|
||
|
||
You are outside the dressing room again. GO TO DOORWAY to the left. TALK to
|
||
BARTENDER and ASK ABOUT GOLDEN DESIRE and BUZZ BREZHNEV. The bartender knows
|
||
where Buzz lives. LEAVE the conversation. You may return and ask Golden Desire
|
||
about Buzz, but it's not necessary. TRAVEL. Go pay Buzz Brezhnev a visit.
|
||
|
||
BUZZ BREZHNEV
|
||
|
||
OFFER $300 to Buzz for three capsules containing ambobarbital, a knock-out
|
||
drug. Then HASSLE HASSLE HELP. ASK ABOUT SCORPIO. Buzz tells you that Scorpio is
|
||
right here in Venice. Good. Guess where you'll be going next?
|
||
|
||
|
||
COUNTDOWN
|
||
Part 3
|
||
|
||
SCORPIO
|
||
|
||
You finally get to meet Scorpio. At least he is very willing to answer all your
|
||
questions. ASK ABOUT everything. He does have a lot to add to the story
|
||
developed so far. LEAVE the conversation. You have E-mail waiting again. Select
|
||
the CAD function and READ your E-mail. Travel to Rome to see Lisa Loomis.
|
||
|
||
LISA LOOMIS (SECOND TIME)
|
||
|
||
Lisa tells you that you must go get Hakeem Ababash, a CIA informant. But first,
|
||
Jack Quinn wants to see you. LEAVE the conversation. Visit Jack Quinn.
|
||
|
||
JACK QUINN
|
||
|
||
Not a whole lot to do here except to ASK ABOUT everything. LEAVE the
|
||
conversation. Travel to the Colosseum, the meeting place you and Hakeem had set
|
||
up.
|
||
|
||
COLOSSEUM
|
||
|
||
Save the game here. It sure looks like a set-up, doesn't it? You were ambushed,
|
||
you find yourself hanging above a hungry tiger, and the rope is getting burned
|
||
through by a candle. Notice that the tiger cell is on the right side of the
|
||
screen, and there are two doors separating the cell from the main pit area.
|
||
There is also a lever on the wall. As soon as the candle burns through the rope
|
||
and you fall to the ground, walk inside the tiger cell. MOVE LEVER to close the
|
||
doors. You are safe from the tiger for the time being. You may want to save the
|
||
game here again.
|
||
|
||
Move to the north end of the cell, and when the tiger is walking away from you,
|
||
MOVE LEVER to open the doors. Stay inside the cell but close to the door and
|
||
wait for the tiger. The tiger will enter the cell through the south door. As it
|
||
is entering the door, move out of the cell through the northern door, and MOVE
|
||
LEVER quickly to trap the tiger in the cell. GET ROPE, MOVE BONE (left side of
|
||
screen), and GET HOOK (behind bone). Walk as close to the window as you can,
|
||
then USE ROPE on WINDOW.
|
||
|
||
You are inside a torture room and poor Hakeem is hanging here, dead. GET BAG
|
||
(near the window). MOVE SACK (middle of the floor), GET POSTCARD (behind sack),
|
||
and LOOK at NEWSPAPER (on the table). Hm, the president of the United States is
|
||
in Paris. You don't suppose the terrorists' plan has something to do with that,
|
||
do you?
|
||
|
||
GET BLUEPRINT (on the table) and USE CAD to ANALYZE the POSTCARD. There is a
|
||
microdot in the middle of the postcard. ENHANCE the postcard until you can
|
||
decode the microdot. So, Jackal is on the Orient Express with a second device,
|
||
and the first device is already installed? This whole operation is becoming very
|
||
clear now. You must intercept Jackal, and find and disarm the device already
|
||
installed. MOVE STONE (just to the left of the knee of the body) and a secret
|
||
door appears. OPEN DOOR. GO TO DOOR. You have E-mail waiting again. Choose the
|
||
CAD function and READ the E-mail. Good reliable Lisa, always with your interest
|
||
and safety at heart. Select Belgrade train station, Yugoslavia by plane. You
|
||
have a date with Jackal.
|
||
|
||
ORIENT EXPRESS
|
||
|
||
LOOK at NEWSPAPER. Move right until you see a telegram on the floor next to an
|
||
ashtray, then LOOK at TELEGRAM. So, Jackal is disguised as a priest? GET
|
||
TELEGRAM. Move right until you are at the end of the car. GO DOORWAY to enter
|
||
the next car. Go to the fourth cabin. OPEN DOOR. GO TO DOOR. Jackal is here and
|
||
he is eating a meal. Pretty obvious what you can do here, isn't it? But first,
|
||
you must get him out of the room. TALK TO MAN. BLUFF HASSLE HELP. Good, he's
|
||
gone now. USE KNOCKOUT CAPSULES on FOOD. GO TO DOORWAY.
|
||
|
||
Move right until you get to the end of the car. GO TO DOORWAY to enter the next
|
||
car. This is the cargo area. Retrace your steps and return to Jackal's cabin.
|
||
Obviously your capsules did their job. GET CLOTHES (the clothes Jackal is
|
||
wearing). You are now disguised as a priest. OPEN ATTACHE (on the empty seat).
|
||
It is full of money. GET ATTACHE. OPEN the left OVERHEAD COMPARTMENT. GET TOOL.
|
||
GO TO DOORWAY.
|
||
|
||
Move right to get to the cargo car. GO TO DOORWAY. Once in the cargo car,
|
||
continue to go right until you see a flat crate on the floor. USE TOOL on CRATE.
|
||
GET EXPLOSIVE. The game will automatically take you to the next scene.
|
||
|
||
GINA
|
||
|
||
She is the contact Jackal was supposed to meet. BLUFF BLUFF. OFFER ATTACHE to
|
||
Gina. LEAVE the conversation. You are getting close. The only thing left to do
|
||
is to get to the bomb and disarm it before time runs out.
|
||
|
||
ENDGAME
|
||
|
||
LOOK at SHAFT (near the center of the machine). There is a gear missing here.
|
||
GO TO DOORWAY (left side of screen). Here is a channel where sewage flows
|
||
through. If you can just close the big trapdoor and stop the flow, you should be
|
||
able to cross the channel. There is also a gear sitting at the corner against
|
||
the wall. GET GEAR. GO TO DOORWAY to return to the machine room. USE GEAR on
|
||
SHAFT. MOVE SWITCH. Good, the machine is running again. GO DOORWAY. Just as
|
||
planned, the machine shuts the trapdoor and cuts off the flow. GO TO CHANNEL. GO
|
||
TO LADDER.
|
||
|
||
The ladder leads you to a room. There are two doors here. The one on the left
|
||
leads to a corridor filled with guards who have been instructed to shoot first
|
||
and ask questions later. The door on the right is nailed shut. That should not
|
||
be a problem. USE EXPLOSIVES on DOOR (the one on the right). GO TO DOORWAY. In
|
||
this room, there is a big elephant statue in the middle. MOVE ELEPHANT. MOVE
|
||
STONE (the one that was originally behind the elephant). You have found the
|
||
bomb! LOOK at BOMB. You are now looking at a closeup of the bomb. The bomb has a
|
||
front panel fastened in place by four screws. USE SCREWDRIVER on SCREW until all
|
||
four screws are removed, then save the game quickly.
|
||
|
||
Once the panel is removed, you see a 60-second timer counting down to zero. You
|
||
also see three dials and three wires. Remember the disarm instructions? I told
|
||
you they would come in handy. USE SCREWDRIVER on RED until the notch is at the 6
|
||
o'clock position. USE SCREWDRIVER on BLUE until it is at 3 o'clock. USE
|
||
SCREWDRIVER on GREEN until it is at 9 o'clock. Now, all you have to do is cut
|
||
the three wires in the right sequence. What sequence, you ask? Well, there are
|
||
only three possible combinations. Find out for yourself! Okay, okay. USE
|
||
WIRECUTTERS on GREEN WIRE. USE WIRECUTTERS on RED WIRE. USE WIRECUTTERS on BLUE
|
||
WIRE. Be sure to accomplish all these things before the timer reaches zero.
|
||
|
||
Now sit back and enjoy one the longest conclusions I have seen in an adventure
|
||
game. And that's a pretty good surprise at the ending, too, wouldn't you say?
|
||
|
||
COUNTDOWN is published and distributed by Access Software.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
||
|