You are a security guard at a military research establishment. When you saw Johnson, of Fusion Management, smuggle a plutonium fuel cell out of the establishment, he was careless on two counts. Firstly, he allowed you to spot him. Secondly, he had momentary contact with the cell, not enough to atomise him, but enough to start eating away at his brain cells and begin transforming his personality.
Johnson has foolishly driven back to his own house, leaving the cell unguarded while he changes out of his safety clothing. He is becoming increasingly irrational. The normally quiet man is becoming a monster.
You have followed him to his house. As you enter the house, the front door slams behind you. You are stuck in the monster's lair without a weapon. The deranged fuel cell thief creeps closer and closer. Can you destroy him and escape with your life?
Published as a type-in game in Computing with the Amstrad magazine, vol. 4, no. 5, May 1988, p. 15.
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