You are Jane O'Connor, a professional spy employed by Rent-A-Spy. Your boss, Mr. Graham Darcy, has assigned you a new mission: secretly infiltrate Meramax's research facility and return with hard evidence proving they're developing a warfare virus. Be careful! Leave no traces of your visit!
This solution is by David Welbourn, and is based on Release 1 of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
General note: Don't leave traces of your espionage! Leaving something out of place or not the way you found it can result in a loss of points or a failure of your mission.
On the road
> x me. i. e.
Small path
> x junk. search it. x sand.
> x shed. unlock shed with wire. n.
Tool shed
> x crate. open crate. x sack. take it. close crate.
> s.
Small path
> close shed. lock shed with wire.
> fill sack with sand.
> w.
On the road
> x road. put sand on road.
> z.(If necessary, continue to wait for the truck to arrive.)
> enter truck.(+5)
Truck bed
You hear the truck passing the gate, entering a tunnel, then a hall. Then you hear the driver leave and walk away.
> out.
Underground parking garage (west)
> x truck. x gateway. e.
Underground parking garage (east)
> x door. x panel.
> x buttons.(Buttons 2, 4, 6, and 7 are used.)
> push 2467 on panel.(+5)
> open door. n.
Corridor (south of detector)
> close door. x note. x detector. x lamp. e.
Locker room
> x clothes. search clothes.(You find and take keys.)
> n.
Shower room
> x thermometer.(80°C)
> s. w.
Corridor (south of detector)
> open door. s. close door. w.
Underground parking garage (west)
> unlock door with keys. enter cabin.
Truck cabin
> open glove. x screwdriver. x lunchbox. open it.
> take screwdriver. close glove. out.
Underground parking garage (west)
> close door. lock door with keys. e.
Underground parking garage (east)
> push 2467 on panel. open door. n.
Corridor (south of detector)
> close door. e.
Locker room
> put keys in clothes. w.
Corridor (south of detector)
> throw screwdriver over detector.
> throw wire over detector.
> n.
Corridor (north of detector)
> take all. n. n.
Elevator at floor B3
> x panel. x slot. s. u. w.
Corridor (on second basement floor)
> x door. unlock door with wire.(+5)
> w.
Office corridor (east)
> close door. listen.
> x plant. x pot. x painting.
> n.
Copy Room
> x machine. open machine. x paper.(signed by Amy Bird.)
> s. s.
Secretary's office
> x vase. smell roses.
> look under keyboard. read note. put note under keyboard.
> turn on computer. x screen.
> type coin on keyboard.(+5)
> type amy on keyboard.
Yes, we're leaving the computer on, because we'll come back here later.
> n. w.
Office corridor (west)
> x painting. x sign. n.
Office supply room
> x disc. take disc. s. s.
Large office
> x painting. x carpet. x desk. x safe.
> n. e. open door. e. close door. e.
Elevator lobby - Second basement floor
> open door with screwdriver. n.
Elevator roof
> x hatch. open hatch. d.
Elevator at floor B3
> push B2. u.
Elevator roof
> open door with screwdriver. s.(+5)
Elevator lobby - First basement floor
> w.
Medical lab 1
> x funnel. x flask. x rubber. x rack. x test tube.
> take funnel. take rubber.
> put funnel in rubber. x scope.
> n.
Office
> x diagrams. x desk. x book.("Dr. Ivan Suvago")
> s. w.
Medical lab 2
> x machine. x vent.
> e. e.
Elevator lobby - First basement floor
> push button. n.
Elevator at floor B1
> push b2. s. w. open door. w. close door. s.
Secretary's office
> type suvago on keyboard.(His son's name is David.)
> turn off computer.
> n. w. s.
Large office
> unlock safe with scope.(+5)
> x letter.(Minister of defense is pleased with tests of A22-Z.)
Let's go make a copy of this letter, then put it back.
> take letter. n. e. n.
Copy Room
> copy letter. i.(You now have a copy and the original.)
> s. w. s.
Large office
> put original letter in safe.
> close safe. lock safe.
> n. e. open door. e.
Corridor (on second basement floor)
> close door. lock door with wire. e. n.
Elevator at floor B2
> u.
Elevator roof
> close hatch.
> open door with screwdriver. s. w.
Medical lab 1
> disassemble scope —or— take funnel from scope.
> put funnel and rubber on table.
> n.
Office
> turn on computer. x screen.
> type david on keyboard.(+5)
> put disc in drive.
> turn off computer.
> s. w.
Medical lab 2
> enter vent.(Can't reach.)
> stand on machine. enter vent.(Decimeter short.)
> stand. e. n.
Office
> take book. s. w.
Medical lab 2
> put book on machine.
> stand on book. enter vent.
Ventilation shaft (south)
> n. e.
Ventilation shaft (east)
Hear two men drop a body and someone else drag it away.
> w. w. w.
Examination room
You cannot unlock the white door with the wire.
> x bench. look under bench.(nothing)
> x desk. open drawer. look in it. close drawer.
> n.
Patient room
> x man. look under bed. take bag. x bag.
> s. e. e. e. e.
Empty room
> open bag. drop bag. push button.
> enter bag. close bag.
The black body bag
> open bag. g. g.
Morgue Refrigerator
> look.(Can't see anything.)
> out. open hatch.(Can't reach it.)
> kick hatch.(+5)
Morgue
The red metal door goes back to the empty room; you don't need to return there.
> look. take bag. close refrigerator.
> u.
Hallway
> open door. e.
Outside the morgue
> close door.
> x guard. x truck. x barrels.
> throw wire at barrels.
> throw screwdriver at barrels.(The guard goes to check.)
> enter truck.(+60)
Epilogue
Mr. Darcy tells you what the FBI has done in response to your hard evidence, and congratulates you on a perfect job.
*** THE END ***
Extras
Characters
Billy drove you to the target site in a black minivan.
Some armed guards can be seen manning the main gate.
A truck driver unknowingly helps take you inside the facility, then takes a conveniently long stay in the sauna.
A dying man is unconscious in the patient room.
Two men, one named Steve, move you from the empty room to the morgue refrigerator.
A guard is smoking a cigarette and standing by the truck that's outside the morgue.
Mr. Graham Darcy is the head of Rent-A-Spy. He set you this mission, and tells you how you did in the epilogue.
Mentioned:
Amy Bird is a secretary and personnel administrator. Her husband's name is Steven; their daughters are Emily and Jennifer.
Dr. Ivan Suvago is the head of research and a biological warfare specialist. His wife's name is Liza; their son's name is David.
The Minister of Defense is implicated in Meramax's crimes.
Endings
All endings end with THE END and differ only with the assessment of how well you did, and what happens next.
As near as I can tell, your character cannot die nor put herself into an unwinnable situation. The clearest example of this is in the empty room, where pushing the button summons attendants a few turns later. If you don't have the bag when they're about to walk in, you manage to scoot into the vent in time. And if you have the bag, but you're not inside it, you play dead and fool them. In no case do they find you and identify you as an intruder.
Inventory
a thin twisted steel wire. Find it by searching the pile of metal junk on the small path.
Use the wire as a lockpick. Unlock (and lock) the shed door and the office door with the wire.
In the third basement floor corridor, throw the wire over the metal detector.
Outside the morgue, throw the wire at the barrels to attract the guard's attention.
an old worn sack. It's inside the crate in the tool shed.
On the small path, fill the sack with sand; it's now a sack of sand.
On the road, drop the sack of sand. The next truck to pass stops when it hits the sack, giving you a chance to enter the truck bed.
the truck driver's keys. In the locker room, find the keys by searching the clothes there.
The keys unlock the truck cabin door. Don't forget to close and re-lock the cabin door and put the keys back in the clothes when you're done with them.
a screwdriver. It's in the glove compartment of the truck cabin.
In the third basement floor basement, throw the screwdriver over the metal detector.
Use the screwdriver like a crowbar to open closed elevator doors so you can reach the elevator roof from an elevator lobby or vice-versa.
Outside the morgue, throw the screwdriver at the barrels to attract the guard's attention.
a lunchbox. It's in the glove compartment of the truck cabin.
Ignore the lunchbox and leave it where you found it. For what it's worth, you can carry the lunchbox through the metal detector.
a purchase order. Open the copy machine in the copy room to get it.
Read the order to learn Amy Bird's name.
If you copy it, it's restyled as the original purchase order and its copy is called a copy of the purchase order, but you don't need to copy the order.
a small yellow note. It's under the keyboard in the secretary's office.
Read it; the answer to its riddle is COIN, which is the password that the secretary uses. Put the note back under the keyboard after you've read it.
If you copy it, it's restyled as the original yellow note, and its copy is called a copy of the yellow note, but you don't need to copy the yellow note.
a floppy disc. It's in the office supply room.
In the office north of medical lab 1, when the scientist's computer tells you to, put the disc into the drive; the disc is now a research backup disc. This is one of two pieces of evidence that you must escape the building with.
six pencils, four rubber erasers, and eight paper clips. They're all also in the office supply room.
Ignore them. You don't need them.
a plastic funnel and a rubber tube. They're both on the table in medical lab 1.
In the large office, unlock the safe with the stethoscope.
When you're done with the scope, disassemble it and put its parts back on the table where you found them.
two glass flasks and a test tube rack containing five test tubes. They're also on the table in medical lab 1.
Ignore the flasks, rack, and test tubes. You don't need them. You can't carry glass into the vent; you may throw the rack at the barrels, though.
an old book. It's on the desk in scientist's office.
Examine the book to learn Dr. Suvago's name.
In medical lab 2, put the book on the machine then stand on top of the book so you can reach and enter the air vent there.
a letter. It's inside the safe in the large office; unlock the safe with the stethoscope.
Read the letter.
In the copy room, copy the letter. You now have an original letter and a copy of the letter.
Put the original letter back into the safe and keep the copy. Close and lock the safe.
The copy of the letter is one of two pieces of evidence that you must escape the building with.
a black body bag. It's under the bed in the patient room.
Take the bag to the empty room and open and drop the bag. Now push the button to summon an attendent and quickly enter the bag and close it; they carry you into the morgue refrigerator.
To escape the bag, try opening the bag three times. On the third attempt, you succeed.
Score
This is the response to SCORE:
You have so far scored your-score out of a possible 100, in several turns.
Points are awarded as follows:
5 points for getting past the gate.
5 points for unlocking the door in the parking garage.
5 points for unlocking the administration office door.
5 points for logging on the secretary's computer.
5 points for reaching the first basement floor.
5 points for unlocking the large office's safe.
5 points for logging on the scientist's computer.
5 points for escaping the morgue refrigerator.
One of the following at game's end, based on evidence collected and traces left:
5 points for escaping the facility without any evidence.
5 points for escaping with only the original letter as evidence.
10 points for escaping with the copy of the letter as evidence (leaving the original in the safe).
30 points for escaping with the backup disc and original letter as evidence; the missing letter was noticed.
40 points for escaping with only the backup disc as evidence.
60 points for escaping with both the backup disc and copy of the letter as evidence, and escaping detection.