THE PILOT - by The Adventure Game Jockey A Text Adventure on disk 458(PC) / 77(ST) / 494(Amiga) Solution by Bev Truter General Hints ------------- 1) Often the appearance of message, eg, "you are feeling really cold now" means that your previous command is totally ignored. So you have to occasionally retype a command if it is ignored the first time around. 2) "Light match" doesn't work - use "strike match" instead. 3) The command "get all" doesn't work, you have to pick up items individually. In Cockpit of Jet ----------------- X console, open cover, X recess, X button, read button (autopilot). Push button to release a miniature robot autopilot, and watch what it does before leaving the jet. (Tightens its parachute straps. This is the only clue about the parachute, which is apparently invisible). "Get straps" - you now have a parachute and automatically tighten the straps of the harness. X switch, and you notice something shiny on the floor of the cockpit. X floor and you find a small metal ring attached to the floor. Pull ring, and the canopy of your jet blasts away and you are ejected from the pilot's seat. You float slowly downwards to the ground and wake up later to find yourself in an Ice Cave with several rooms. Ice Cave -------- Save a game here, and frequently thereafter, as you have a time limit in which to complete this next section before freezing to death. If you die you are thrown back to the desktop. Unzip your flightsuit, open the pocket, remove candy. Remove the spectacles you are wearing. Collect the calipers, match, case and flashlight from the surrounding rooms and go to the Refrigerated Area with the 3 devices on the door. Drop everything you are carrying except the match, put match in pocket, open case. Put latchkey in handle, put passkey in knob, put masterkey in lever. Turn latchkey ("click"); turn passkey (a gnome emerges from a hatch in the door and polishes your boots - X boots); turn masterkey (a voice booms out and a large hand reaches down and grabs your parachute, giving you a coil of rope in exchange). These three events seem to happen in a random order, but keep turning the keys until your boots are polished - you'll only be given the rope if you are wearing shiny boots. (Strange bit of logic there!). Go to the precipice with the stalagmite and tie rope to stalagmite. Down to the ledge, remove match, strike match, W to a shallow alcove containing a torch. "Light torch with match" - "light torch" brings up the question "with what?", and you haven't got time to fiddle around before the match goes out. Drop match, get torch. After making sure you have the torch go E, Up and return to the Refrigerated area. Read the blue button next to the door, push button to unlock the door, open door. Drop rope, get all except the case. Go south and make your way to the White Rooms. White Rooms ----------- Like the previous section this is timed - you only have a limited number of moves before your torch flickers out. Before entering the White Rooms, SAVE a game. There are 4 white rooms, all identical, but you will probably only be able to enter 3 of them due to a bug in the programming. Wear the spectacles to read the signs and measure the white ball in each room with the caliper device. The diameters of the 4 balls measure 90cm, 88cm, 92cm and 90cm. So add them up, and "type 360 on keypad" in any of the white rooms. You find yourself back in the corridor just west of the junction, and the White Rooms are now closed. SAVE another game here. The whole point of doing all this is to make an old icepick appear in the corridor. Get the icepick and return to the northern Dead End containing the block of ice. X block and you see something indistinct within the ice. SAVE another game here. Break block with icepick. Repeat 3 times until the block shatters and you find a gold key inside. If you are unable to break or hit the block with the icepick, and a message comes up saying "sorry...you can't do that", then restore a previously saved game and try again. There seems to be an erratic bug here which means that sometimes your command "break block with pick" is not recognized, and you get some other response. If your icepick snaps off from the shaft, then restore a game at the iceblock and try again. What SHOULD happen is your first blow makes a small crack in the block, your second blow widens it a bit, and your third blow shatters the block completely. Get gold key and make sure you are carrying the old flashlight and chocolate candy. Return to the Gate Room north of the junction, unlock the gate with the key, open gate, go north to a Hallway. Your torch will finally fizzle out here, but the flashlight's batteries will be thawed out by now, so it works automatically. Old Theatre ----------- Collect the mallet and stake from the West Backstage, then go down to the Damp Cellar and open the coffin containing a vampire. Ignore him for the moment, and make your way to the Costume Storage room, open casket. You see a mummy, X mummy and you notice a brown smear on the bandages covering its face. X smear (looks like chocolate candy), feed candy to mummy. This wakes it up, and it follows you determinedly, attempting to hug you (fatally) with gratitude. Get flashlight, Up,E,E,D to Damp Cellar - you will have to repeat each directional command twice to move to the next room. Drive stake in vampire then wait until the mummy has dealt with the vampire. X earth - you lean against the coffin and it moves a bit. Move coffin, look, get gun. Return to Backstage east of the Stage, play organ, wander north and listen while standing on the Balcony. S, then hang around until the Phantom appears. X phantom, shoot phantom with gun (you might have to repeat this command twice to make it work), look, get skeleton key, X key. Go W to the Stage and X the door, X keyhole, put key in keyhole, turn key. N,N to Hospital Room, enter body. Your spirit enters your body and you return to life, winning the game with 200/200 points. CONGRATULATIONS. - o -