ADVENTURES IN NMR 2 Written by Douglas P. Burum Walk Through by Dorothy Millard (PC AGT Version) Scenario The year is 2001. You are a research chemist working at a top-secret government laboratory high in the mountains. The earth has been invaded by powerful creatures from another galaxy. They have the power to transform their appearance at will, which makes them very hard to recognise. This has made security the primary key to the defense of the planet. Despite many heroic efforts, the war is not going well at all. It has recently been learned that the secret of the alien transformation power lies in a special substance manufactured by the alien body that acts as a catalyst. Through unimaginable hardship, a small amount of this substance has been brought to your laboratory for analysis. The object of the game is to measure the NMR (Nuclear Magnetic Resonance) spectrum of this substance without killing yourself in the process. Notes 1. The original game has a fatal bug near the start which prevents you defending yourself against the aliens, as the weapon you need to do this is locked inside the safe, which is unopenable.. This walk through refers to the "fixed" version by Bev Truter. 2. The aliens wander about randomly and you have approximately three moves in which to KILL ALIEN WITH GUN. Walk Through (Start in your office), GET VIAL, EXAMINE VIAL (contains green stuff), INVENTORY (carrying "alien stuff"), OPEN DRAWER, GET PAPER, READ PAPER (see Greek letter pi - the numerical value of pi opens the safe), DROP PAPER, EXAMINE SAFE, TURN DIAL, TURN DIAL RIGHT (input number), 31, TURN DIAL LEFT (input number), 41, TURN DIAL RIGHT (input number), 59 (it is unlocked), OPEN SAFE, GET GUN, EXAMINE GUN, GET LAB COAT, EXAMINE LAB COAT, EXAMINE POCKET, OPEN POCKET, GET SECURITY BADGE, EXAMINE BADGE (has writing on the back), READ BADGE (must be worn at all times while on laboratory premises), WEAR BADGE (now the guard will ignore you). N (corridor), W, U (stairs), U (outer office), EXAMINE SECRETARY, E (secretary blocks your way), POUR STUFF ON SECRETARY (turns into a crow - note this lasts for 20 moves), E (bureaucratic maze), S, E, N, S, S (office of the laboratory purchasing agent), EXAMINE AGENT, GET REQUISITION SLIP, N, W, N, S, S, E (back to outer office), D, D, W, S (stockroom), EXAMINE CLERK, GIVE REQUISITION SLIP, GET TUBE, EXAMINE TUBE, OPEN TUBE, N (lunchroom where you meet a NMR salesman who will follow you wherever you go and if you take too long will bore you to death), S, E, E, E (laboratory), DROP GUN (otherwise it will cause the second spectrometer to overheat and explode), E (small NMR room), WAIT (the alien eats the salesman who was poisonous and they both disappear), EXAMINE SPECTROMETER, PUT TUBE IN SPECTROMETER, TURN ON SPECTROMETER, MEASURE STUFF (you discover that root beer will neutralise the alien substance and render the aliens virtually helpless... you become an international hero). You have won. SCORE 400/400 Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com