Johnny M. by G. H. Suggit Spectrum 48 This is a challenging, quite clever game and well thought out. The verbs in part 2 are more complex than in Part 1. Not for the first-time adventurer. You need to read messages carefully for hints about how to proceed. Unusual verbs are used here, which add to the challenge. The only imperfection is that when you are interacting with several people in the vicinity, you are not sure to whom you are directing your statements. I would suggest that you follow all directives given (i.e. what Ralfi says, what Molly says, etc.) Hints (given in the order you are likely to need them): Part 1: Exits are not always marked. In both parts, there are sections where you just wander about until you figure out how to get out. LISTENing is very useful. So is ASKing people. What to do when you hear Eddie’s voice? If you have a means of killing him, do so. Don’t be too quick to leave this area. There are other things you need. The powder you see is not one of them. To be sure before you leave a location, LOOK, and take what objects are there; you may need them later again. I am not sure whether this is actually needed, but logically it makes sense to do so. What to do at the levi-station? Don’t take the first train; STAY until you get the correct message. How to deal with Ralfi? First, follow his directions; then do what you would REALLY like to do (assuming you can); then concede defeat and give him objects that you have. Once you give the book, you need to give INFORMATION and then give the girl instructions. Anything you type then is directed to the people in the room. It is somewhat confusing. To ensure that you are not “sliced in two” take Ralfi with you, and take what he offers you. But take the book (who knows when you will need it again?) There are locations when you need to RUN (in both parts of the game). You need to pay your delivery man. I hope you have what he needs. Then look around. While it is not necessary to carry any objects into part 2 (it is a game independent of Part 1), logic dictates that what you can take with you, you should. But that’s just my opinion. Part 2: Here again, take what objects are there, even if after you have used them. Give her something you have found. There are limited choices so you need to decide what to give her. Even if you do not think you have moved to another location, EXAMINE the ROOM. Don’t panic if you donate a item and lose the other in the process. The figure in the equipment room wants a codeword? What did Molly show you at the end of Part 1? Morgan is ready to push a button? You need to REMOVE your bindings first. The obvious doesn’t work. What to do once you are out of Morgan’s clutches. IGNORE is the correct verb. And then what? TURN around. It is important that when you find one object embedded in another, that you LOOK, once you EXAMINE things. Can’t get past the massive door? Surely you have something with you that you can INSERT? Don’t panic if your map gets lost. But remember the directions. What to do when you faced the thumb slicer? RETREAT is the operative verb. And then what? Remember you are on a trampoline-type floor. Do what you would do if you were on a trampoline. Do it more than once. Solution: Part 1: You are lying clean of your wreck. INVENTORY (nothing), S, S, EXAMINE SHACKS, ENTER SHACK (you collapse and see a figure), EXAMINE FIGURE (a girl with blue lenses), ASK GIRL (she flips a switch and leaves), EXAMINE WALLSCREEN (megalopolis 2088, replay service 0702-E; you see your crash site; a voice intones “special courier Johnny M.’s latest clients would seem to have lost their megabytes of information stored in his brain. Johnny’s craft is seen here burnt out following a mystery crash in the Esmeralda desert. Interested parties are said to include impo-expo dealer Eddie Bax and city bigshot Ralfi-Face. Anyone else would be advised to steer clear of these two, EXAMINE SELF (you are unrecognizable as the survivor of that crash; unfortunately you cannot recollect any of the events leading up to it. Who hired you? What is the information in your brain? Who wanted to terminate it - and you? Only the names in the replay give any clues). LEAVE SHACK, E, E, EXAMINE BUILDING, READ PLAQUE (E. Bax), EXAMINE BUILDING (you see a passage), EXAMINE PASSAGE, ENTER PASSAGE, EXAMINE RUBBISH, TAKE GUN, EXAMINE GUN (loaded), LEAVE PASSAGE (you are in the back of the building), UP (on the balcony), EXAMINE BALCONY, LISTEN (you hear Eddie’s voice), KILL EDDIE, ENTER ROOM, EXAMINE EDDIE, TAKE KEY, EXAMINE DESK, OPEN DRAWER, TAKE BOOK, TAKE STRIP, EXAMINE BOOK (a list of names and codes), EXAMINE STRIP (a pattern of dots), EXAMINE POWDER (cocaine). Go N, EXAMINE LANDING, TAKE COAT, EXAMINE COAT (a pocket is cut out), WEAR COAT, DOWN, E, E, E (you are by a distinctive low building), EXAMINE BUILDING (station ZK of the LT – levi-tube routes), ENTER, EXAMINE LT (it moves away and you see a map), READ MAP (this one is going your way, ENTER LT, STAY (you find yourself at an E-W street), EXAMINE STREET (no one around), W, EXAMINE STREET (there is more of a crowd across the road; no need to look further for the Drome), CROSS ROAD (you find out you need a pass), SHOW STRIP, ENTER DROME, EXAMINE DROME (you see Ralfi Face), SIT (he chats with you), SHOOT RALFI (he prevents this), GIVE GUN, GIVE BOOK (a girl’s fist slams down on it), EXAMINE GIRL (blue lenses; she drops a bag of powder and says “trade”). GIVE BOOK, GIVE INFORMATION, KILL LEWIS (she slits his wrist; he grabs the book and runs), EXAMINE GIRL (she has blades beneath her nails; her name is Molly Millions), TAKE GUN, LEAVE DROME (Molly says to check the exit), CHECK EXIT (you see a half-open back door; Ralfi gives you the disruptor), TAKE DISRUPTOR, TAKE RALFI (he offers you the bag), TAKE BAG, LEAVE DROME (a figure slices Ralfi in two), RUN, EXAMINE LIGHTS (you are in Funland; exits lead N, E, UP), UP, EXAMINE TANK (Molly introduces you to Jones – he needs paying), GIVE BAG, WATCH LIGHTS, EXAMINE LIGHTS (you see a swastika symbol). End of part 1. Part 2: INVENTORY (nothing), EXAMINE TANK (you see a dolphin, a gun and a disruptor), TAKE GUN, TAKE DISRUPTOR, DOWN, EXAMINE FUNLAND, N, W, RUN, ENTER SHACK, EXAMINE SHACK, EXAMINE FIGURE (a woman in robes), EXAMINE ROOM (you see a curtain), PULL CURTAIN (you see a second door), ASK WOMAN (she is Roseanne; she wants payment), GIVE DISRUPTOR (she says “the Loteks would like this, Mor…”), OPEN DOOR, EXAMINE ROOM (full of electronic equipment; a figure is sitting there – you should know who he is), ASK MOR (he tells you to watch the console), WATCH CONSOLE (you see Molly running down a passageway and the screen bursts into light; Morgan says it was a quick end for her). EXAMINE ROSIE (she is pointing your gun at you; Morgan says that he wants the codeword; his sensors pick up everything in Funland, except around the dolphin tank), SWASTIKA (you are strapped in electrodes and told to watch), WATCH SCREEN (Attention – confidential datafile from agent “Tiger” Yamashita on argon-triton price-fixing on the Chibacity infraspace commodity markets; Zaibatsu corporation Mitsui paid Hirohito Honshu 10 billion old-yen for information on rivals; suddenly the screen flashes as a harsh voice grates: agent Yamashita terminated by Yaxusa operative 653829; you know it is Ralfi’s killer, but do the other two? Turning with difficulty as you are still strapped in the electrodes, you see Morgan poised with his hand on a bright red switch). REMOVE ELECTRODES (the room fills with smoke), RUN (you see a blackened figure approaching you), EXAMINE FIGURE, IGNORE ROSIE, TURN (you see Rosie’s dead body), EXAMINE ROSIE (you see some objects), TAKE GUN, TAKE POUCH, EXAMINE POUCH (the contents spill out), SEARCH GROUND, TAKE PAPER, EXAMINE PAPER (a map), READ MAP, LOOK, TAKE METAL, N, N, EXAMINE WALL, E (at a massive door), OPEN DOOR (it’s locked), INSERT METAL (you enter and find a second door), SHUT DOOR, OPEN SECOND DOOR (your map blew away), EXAMINE OUTLAND (it corresponds to your map; you see a ladder), UP. UP, UP (the platforms have labels: X, Y, Z, to the west, A, B, C, to the east), E, E (Lotek’s leader approaches you). EXAMINE LEADER (he asks who sent you), MORGAN, GIVE GUN (you find out you’ve been followed), WATCH SCREEN (you see Ralfi’s killer as he clears the second Dome door - he knows the way - Zeke says to take you to the Killing floor; they drag you to a metal floor), EXAMINE FLOOR (like a trampoline; you feel a second tremor as Ralfi’s killer is thrown onto it), EXAMINE KILLER, RETREAT, JUMP, JUMP (the killer flings the filament and he is thrown into it; the Loteks cluster around you and you see a figure), EXAMINE FIGURE (it is Molly), ASK MOLLY (she says that Morgan faked the vidscreen and she got lost in the Wasteland and the Loteks rescued ed her. You both live happily ever after). You are finished. Score: 255/255. Terri Sheehan 2010-03-19 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com