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Generalissimo Taker (Generalissimo_Taker.txt)

GENERALISSIMO TAKER
by Kenny Murdocj
Year Zero Software
1990

Below is a solution (with two parts) as I was not able to finish the game as I believe it should be

finished. There is a logical inconsistency in it, which, it seems, makes it impossible to complete.

From a fellow player, I understand that the game cannot be completed if you have been to jail. But 
that is the only way that you can obtain the passwords. So, if that is true, the game is not able 
to be completed logically. 

There also appears to be a flaw in the time sequence. While it changes from AM to PM (24 hour time 
notation), it does not revert back to AM. You can end up with a time of 31:10, for example, which 
does not exist.

There are many ways to die, so beware. 


HINTS:

There is a lot of waiting in this game. It also suffers from a poor translation from Spanish to 
English, even though it was written in English, and incorrect spellings. In a way, I admire non-
native English speakers for attempting this.

Quotation marks are needed when you talk to people (with one exception).

The game recognizes more than a two-word parser.

If you use a particular name, for example, Griffiths, and it does not work, try Col (short form for

colonel) or another synonym.This is annoying.The game would have benefitted from more beta-testing 
to correct this.

You need to have your coat with you when you get on the train close to the end of the game. This is

the biggest challenge, since there is only one way to get to the jail WITHOUT losing your coat.

You can only carry a limited number of objects. You can put them in your coat. Even then, there is 
a limit. EXAMINE IN COAT tells you what you have in there. 

Ignore Andy's requests to give him the listing.

There are some random elements, so you should save often and WAIT, or just try again. Some actions 
depend on the time, so if you make typing errors (one move adds one minute), some events may not 
occur at the location specified in the solution.

Don't talk to the barman too early, otherwise you cannot return to the Colonel's office.
Other 
actions also prevent this from occurring.

Map out locations first, of course.

If you don't have your watch, SAY ANDY "TIME" and he will tell you. WAIT allows five
minutes to 
pass. Using Z, and any move, takes up one minute.

Once you are inside, go to the jail and visit the colonel's office. You can only enter Colonel

Griffiths' office when he is not there. Otherwise you have to knock and then you cannot remove

anything from there. So go in there first. But do not take what you find. Then go and visit the lab

and take what you are given. If you wait long enough, Griffiths will leave and return to his 
office. Much later in the game, once you are given something in the sewers, you will need to return

to the lab, wait until he is there, and then quickly return to his office, do what you need to do, 
return to the lab, wait until he returns, and retrieve what you need from his office.


VERY GENERAL WALTHROUGH:

Once inside, go to the lab and the chemist. 

The envelope contains two necessary things. Examine both objects and go to the location that one of

the objects specifies. While you can take a cab there, you can also get there on your own. 

But first get a light source.

Using the key, the room description tells you your client's name (at last). Don't be in
too much of 
a hurry to leave. Two objects are to be found here. 

Read the graffiti.

Then go and buy what the chemist needs. 

Go to the archive room, TYPE the graffiti, your client's name, and take a hint from those
messages 
to type another word.

Return to the lab and give the chemist what he wants. Now you can use the computer to type what was

written on the envelope. Take and keep what you find.

Eventually, around the New Poll Road you are given a note. The note is written in invisible ink, so

make it readable. 

How to read the note? Rent a room.

How to rent a room? Give the clerk something gold. Unlock the door. To open the door, say OPEN DOOR

NORTH (OPEN NORTH DOOR does not work). Before you leave, work out an escape route.  
Tie the  rope (yes, you will create a rope with the sheets), then DROP it. Remember to keep the key

to the room. Leave the usual way.

Go to visit your client. Show your ID to the soldier, then go DOWN twice and tell the soldier your 
client's name. Talk to him until he gives you the time for his execution. 

Go to the sewers. A light source is needed in the sewers. How to get into the sewers?  Andy will 
help you at the drain if you ask him. WAIT until the time specified in the note. Talk to the people

you meet and take what they give you. 

Return to the lab, then to Colonel Griffith's office, making sure he is in the lab (see above).

Create the evidence needed by using the cassette recorder and the object given in the sewers.

From this point, I am using the "logical" steps that should be taken. If this does not
work, you 
will need to read the "actual" SOLUTION" to determine the options you have in order
to continue.

Return to the hotel room. SIT on the bed. You hear knocking in the door. Escape by the route you 
made. You are arrested and find yourself in a cell. You will find some difficult-to-decipher 
passwords. WAIT (until Andy gets you out, even though he may be still with you). You can tell him 
earlier to leave (say SAY TO ANDY "GET OFF"). Regardless, he will get you out eventually,
and then 
stay with you again.

Try playing the game without this and you may finish. If so, please let me know (via CASA website).

Retrieve your watch.

Make your way to the train station, and CLIMB the train. Tell Andy to "GET OFF". Kill the
soldier, 
TAKE his CLOTHES, and MOVE his body.

WAIT until you are put off the train. You can walk around and visit if you like.

You get to the complex. To get in, you need to type one of the two passwords you were given on the 
paper in the jail. If you did not go there, see the SOLUTION below. If you did get to the jail, you

will know the passwords. Save your game. If one password does not work, try the other one.

Press both buttons. You will know what you need when the light hurts your eyes. You need to HIT the

man you meet, but this is random, so save your game first. You may wish to chat with him.

At the keyboard, TYPE GENERAL (no quotation marks needed). At the CPU, examine it, SAY
"GENERAL", 
and insert two objects.


Solution:

This solution is written with two options; the first, as if you have not been in jail and do not 
have the passwords (thus they are provided for you); the second as if you had been in jail (though 
there seems to be no way to finish it when that has occurred). They are both included in the 
solution, so you can finish the game. Because this game has many merits in my opinion, and because 
it has been a formidable challenge to finish it, even with the help of others, it seems like a big 
letdown not to complete it.

The game also has you do things in the hotel room, which would have been needed if the game played 
the way it seemed as if it should have been.

INVENTORY (you have a coat and a watch), EXAMINE WATCH, EXAMINE IN COAT (you have an ID card), GET 
ID FROM COAT, EXAMINE ID, EXAMINE DOOR, INSERT ID IN SLOT, N, E (you are asked if you are Mr. 
Hitkins), SAY "YES" TO GUY (the speaker is Andy Vasquez who has managed the case until
now. He says 
we must go to the police station to meet your client), N, HAIL TAXI, CLIMB TAXI, SAY DRIVER "GO

JAIL", WAIT (until you arrive), CLIMB OUT, UP, E, OPEN DOOR (you are inside), EXAMINE TABLE,
OPEN 
DRAWER, REDESCRIBE (you see a cassette), EXAMINE CASSETTE (three buttons), W, N, W, SAY GRIFFITHS 
"HELLO" (he throws down an envelope), TAKE ENVELOPE, EXAMINE ENVELOPE (100497/DD), EXAMINE
CHEMIST 
(he is sniffing something), E, EXAMINE IN ENVELOPE (you see a key and a chain), PUT ID IN COAT, 
TAKE KEY FROM ENVELOPE, EXAMINE KEY (Ancient Road), PUT KEY IN COAT, TAKE CHAIN FROM ENVELOPE, 
EXAMINE CHAIN (gold), PUT CHAIN IN COAT, DROP ENVELOPE.

Go S, DOWN, W, W, W, S, TAKE LAMP, GIVE WATCH, TAKE LAMP, N, E, E, EXAMINE SLOGANS (LA forver), E, 
E, EXAMINE DRAIN, OPEN TOP (it's too heavy), SAY ANDY "OPEN TOP" (he does), S, E, E,
E, E, N, TAKE 
KEY FROM COAT, UNLOCK DOOR, OPEN DOOR, E (in Justin's room), DROP KEY, TAKE GLASSES, PUT
GLASSES IN 
COAT, EXAMINE CARPET, MOVE CARPET, OPEN TRAPDOOR, DOWN, TURN ON LAMP, EXAMINE PAMPHLETS, 
REDESCRIBE, TAKE MONEY, UP, TURN OFF LAMP, PUT LAMP IN COAT, W, SHUT DOOR, S, W, W, S, EXAMINE 
GRAFFITI (LA forever), N, W, N, EXAMINE NEGRO (he asks if you want snow), SAY NEGRO "YES",

REDESCRIBE (you see cocaine), GIVE MONEY TO NEGRO, TAKE COCAINE, S, W, N, W, W, W, W, N, UP, N, 
TYPE "LA", TYPE "JUSTIN", TYPE "GOVERNOR", PUT COCAINE IN COAT, S,
DOWN, S, E, E, E, UP, N, W, TAKE 
COCAINE FROM COAT.

GIVE COCAINE TO CHEMIST, TYPE "100497" (you see a listing), TAKE LISTING, PUT LISTING IN
COAT, E, 
S, DOWN, E, S, E, E, E (in this area you eventually get a note; you may need to move 
around),EXAMINE NOTE (there doesn't appear to be anything on it), W, N, GET CHAIN FROM COAT,
GIVE 
CHAIN, TAKE KEY, UP, UNLOCK DOOR, N, OPEN DOOR NORTH, N, DROP KEY, TAKE LIGHTER, BURN NOTE (meet in

the sewers at 19:09), DROP LIGHTER, DROP NOTE, REMOVE COAT, DROP COAT, EXAMINE BED, TAKE SHEETS, 
TIE SHEETS, INVENTORY (a rope of sheets), EXAMINE WINDOW (closed), TIE ROPE, DROP ROPE, TAKE COAT, 
WEAR COAT, OPEN WINDOW, TAKE KEY, TAKE NOTE, S, DOWN, PUT KEY IN COAT, PUT NOTE IN COAT, S, W, W, 
N, W, UP, N, E, TAKE ID FROM COAT, SHOW ID, DOWN, DOWN, PUT ID IN COAT, SAY SOLDIER
"JUSTIN" (you 
finally see Justin), SAY JUSTIN "HELLO" (Justin says he is innocent), SAY JUSTIN
"MONEY", SAY 
JUSTIN "MONEY" (he tells you that you need to find the guilty party before the sentence is
carried 
out tomorrow at 6 am).

Go W, UP, UP, W, S, DOWN, E, DOWN, TAKE LAMP FROM COAT, TURN ON LAMP, N, N, E (by a door), SAY ANDY

"TIME" (he tells you), WAIT (until close to 7 pm; you may need to keep asking Andy the
time), KNOCK 
DOOR (a voice says to come in), E, SAY MEN "HELLO", SAY MEN "JUSTIN", SAY MEN
"LA" (repeat these 
statements until you get something), REDESCRIBE, TAKE TAPE (repeat these statements until they ask 
if you are with them), SAY MEN "HILLINGDON". When the men ask if you are with them SAY MEN
"YES", 
UP, N, W, W, N, W, UP, TURN OFF LAMP, PUT LAMP IN COAT, N, W, WAIT (until or if Griffiths is here),

E, S, OPEN DOOR, INSERT TAPE IN CASSETTE, TAKE CASSETTE, PRESS RECORD, PUT CASSETTE IN DRAWER, W, 
N, W (wait until the colonel arrives; if he is there wait until he leaves and then returns), E, S, 
OPEN DOOR, OPEN DRAWER, REDESCRIBE, PRESS STOP, PRESS PLAY, PRESS STOP, TAKE TAPE FROM CASSETTE, 
PUT TAPE IN COAT, W.

If you wish to go to jail do the following: DOWN, W, S, SAY BARMAN "LA" (he says to look
in the 
file),N, E, E, S, E, E, N, UP, N, CLOSE DOOR, TAKE KEY FROM COAT, LOCK DOOR, DROP KEY, SIT (you 
hear knocking on the door), DOWN, CLIMB WALL, W, N (you are arrested and find yourself in a cell), 
EXAMINE BOWL, TAKE PAPER, EXAMINE PAPER (passwords are written on it), WAIT (until Andy gets you 
out; it does not seem to matter if he is with you or not; you may wish to send him away before you 
go to jail, by saying SAY ANDY "GET OFF"), UP, UP, W, S, DOWN, W, W, W, S, TAKE LAMP FROM
COAT, 
GIVE LAMP (you get your watch back), REDESCRIBE, GET WATCH,WEAR WATCH.

If you do not wish to go to jail, DOWN, W, W, W, S, TAKE LAMP FROM COAT, GIVE LAMP, REDESCRIBE, 
TAKE WATCH, WEAR WATCH.

Go N, E, E, E, E, S, E, E, E, E, S, E (you see a notice), EXAMINE NOTICE (trains leave hourly), 
EXAMINE WATCH, WAIT (until close to the hour or the train arrives), CLIMB TRAIN (as frequently as 
needed), SAY ANDY "GET OFF" (he leaves), TAKE NOTE FROM COAT, RIP NOTE, TAKE KEY FROM
COAT, DROP 
KEY, TAKE ID FROM COAT, DROP ID, KILL SOLDIER, EXAMINE SOLDIER (you see his clothes), TAKE CLOTHES,

WEAR CLOTHES, MOVE SOLDIER, W, N, OPEN DOOR, N, S, E, WAIT (until soldiers throw people off the 
train), S, W, N, DOWN (you can't proceed further if you have not got the passwords from the
paper 
in the jail).
Save your game here. Try either of the two passwords, which are "PIKER
FREAK" or 
"WHISPER KISSES" (depending on the time).


Go DOWN (you see two buttons), PRESS BUTTON 1, PRESS BUTTON 2, N, N, W, TAKE GLASSES FROM COAT, 
WEAR GLASSES, S (laser beam is off), DOWN, E, N, W, DOWN, E (you see a man). Save your game here. 
SAY MAN "OPEN DOOR", SAY MAN "PASSWORD", HIT MAN (he falls), EXAMINE TABLE (you
see a keyboard), 
TYPE GENERAL, W, W, N, TAKE LISTING FROM COAT, TAKE TAPE FROM COAT, EXAMINE CPU, INSERT LISTING, 
INSERT TAPE (you are free to return).

You are finished (100%)


Terri Sheehan, with assistance from Alastair and Zenobifan
2010-12-17

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