NMR2 by Douglas Burum Text adventure on Disks PCPD 222, AMPD 891, STPD 221 Solution by Bev Truter NB: Unless you have the "fixed" version of NMR2 (available from Sue) you will be unable to defend yourself against the aliens, as the weapon you need to do this is locked inside the safe, which is unopenable in the original version. In your office: Get the vial and X it (contains green stuff). Open the drawer in the desk, get slip of paper and read it - this tells you about the Greek letter pi. You'll need to know the numerical value of pi in order to open the safe. To unlock the safe turn dial to right (31), turn dial to left (41), turn dial to right (59). Open safe, look in safe, get ray gun. Get and X the lab-coat, open the pocket, X pocket, then take and wear the badge. The guard ignores you as long as you are wearing this badge. Use the gun on any aliens you encounter - they wander about randomly and you have about 3 moves in which to type KILL ALIEN WITH GUN. Stock Room: The clerk here needs a requisition slip before he will give you a test tube. This can be found deep within the Bureaucratic Maze - more on this later. Lunch Room: Do not enter this room until you are ready to measure a sample in the spectrometer. The salesman here will bore you to death (literally!) with his ceaseless chatter in about 6 moves. Secretary's Office: You'll have to transform the secretary somehow before she will allow you to enter the maze to the east. THROW STUFF AT SECRETARY (you must be carrying the vial) and she will turn into a crow for 20 moves. On your return trip from the maze she will not allow you out of the office if she has turned back into the secretary, so after mapping the maze and finding the requisition slip, restore a saved game, then find the requisition slip and beat a hasty retreat out of her office in under 20 moves. The green stuff in the vial only works once on the secretary. If you waste any of the green stuff by putting it on other objects, you won't have any left to put in the tube. Bureaucratic Maze: From the secretary's office go E-S-E-N-S-S to the Purchasing agent's office, where you'll find a requisition slip. If you are holding the message slip you'll be asked "which slip" each time you refer to the "slip", so drop the message slip before you reach the purchasing agent's office. To get back to the secretary's office go N-W-N-S-S-E. Return to the Stock Room, and the clerk will give you a sample tube to hold the green stuff. Get tube, open tube, put stuff in tube. Next, go to the Lunch Room, and the salesman will follow you wherever you go. Drop the ray gun when you reach the small laboratory with the first spectrometer, as carrying the ray gun with you will cause the second spectrometer in the Small NMR Room to overheat and explode. Go east into the Small NMR Room, and the salesman will eventually get rid of the alien here, in a rather unusual way! After both the alien and the salesman have "disappeared", put tube in spectrometer, turn on spectrometer, measure stuff. You win the game with a score of 450/400 (?) - o -