Martian Memorandum - Part 2 Walkthrough by Dave Timoney Concluded from Issue 88 Power Plant I enter the plant, and LOOKing at the left door, I see the name Ferris Collett, the name from Marshall's safe. Examining the machine by the right door, I observe that it would take a door key card to get past the right door. So, I MOVE the red button just to the left of the left door and GO TO the open doorway. Ferris's back is turned, so I look around. I LOOK at the white lab coat to my right and spot a door key card, which I GET. Then I TALK to Ferris about Percival, Alexis, Deacon, Castro, and the Stanton Expedition. Interesting stuff, but nothing immediately useful, so I make a quick exit by MOVEing the door switch and GO TO open door. Once back in the main room, I go over to the security machine on the right and USE door card key on machine, then I GO TO the now open security door. Looking around, everything looks ok. I find a door on the right, but no way to open it. Some worker has left a wrench on the ground by the door, which I GET. I'm careful to walk behind the trap door, so I don't fall in. Looking up, I see a walkway on the top of the machine with a dark doorway. No obvious way up, but if I stand directly under the magnet and USE monkey wrench on the huge magnet just as it comes overhead, I get levitated and dropped at the walkway. Walking right into the doorway, I find a small storage room. I LOOK at the crate in the room, finding a pair of hex wrenches and a hoverboard. OPENing the door and GOing TO door gets me back to the lower level. I GO TO open doorway and decide to blow this place. I'm a little sore, but don't know if it's this nutty case or just me. Either way, I TRAVEL to the Aerobics Academy for a chat with Jane Mansfield. Aerobics Academy #1 An attendant points to the short-haired girl in the corner when I ask for Jane Mansfield. We TALK. Everything seems ok, until I start to ask about Alexis and the late Rick Logan. Her eyes shift faster than a 4-speed car on a freeway on-ramp. She's lying, but without proof she'd never change her story. She goes back to her jogging; I LOOK at the counter by the window, OPEN her green handbag with her address inside, and TRAVEL to Jane's place. Jane's Place I decide to search the place, looking for clues. OPENing the closet to the right of the TV screen, I find luggage with Alexis's name on it. More importantly I MOVE the pillows on the left couch and then LOOK at the revealed letter to learn that Alexis has a brother named Brad. That's the proof I need to make Jane talk, so I GET the letter. While I'm thinking about my next step, I MOVE the gray control panel on the coffee table. The blonde on the screen is worth a LOOK; it gets me Deacon Hawke's address. She's definitely put on my future agenda, but for now I TRAVEL back to the academy. Aerobics Academy #2 I TALK to Jane, OFFERing her the letter. This time she comes clean. When I ask about Marshall, she admits Alexis has the stone and is still on Mars. Asking about Alexis and then Bradley Ericson gets me his address. I thank her for her help and TRAVEL to Bradley Ericson's. Bradley Ericson #1 Bradley's a bitter young man; I suspect he's got good reason to be. But despite his animosity towards his father when I TALK to him, he obviously cares for his sister. When I ask him about Big Dick Castro, he gives me a pair of infrared glasses. Bradley knows Alexis is hiding, but doesn't know where. I've reached a dead end. I decide to backtrack a bit and TRAVEL to see Lawrence Barkley. Dr. Lawrence Barkley The receptionist lets me in Barkley's office. It's a long wait, and I get bored easily, so I start to look around. I LOOK at the red box on the shelf and decide to GET it. The doctor finally shows up and we TALK. Seems Barkley knows for a fact that Marshall Alexander is Collier Stanton, but the vouchers in Marshall's safe were not for blackmail, just an unusual business arrangement. Not much help there, so I decide to TRAVEL to my last solid lead, Lowell Percival. But just as I start out, I get a call from Mac Malden back on Earth with the name of Marshall's assassin: Nathan Bloodworth. Nathan doesn't seem related to finding Alexis, so I still TRAVEL to Percival. Lowell Percival #1 Percival's a hard case; I won't get anywhere with him unless I do the "favor" he wants. I TRAVEL back to Dick Castro's casino. Casino #2 (Note that you can also enter the office from the ventilation shaft, by using the hex wrenches on the duct grill in the bathroom; see pages 9 and 13 of the game manual for information on traveling in the ducts.) I go inside the casino and walk right, through the casino, until I come to a door labeled "Office." No one is watching so I quickly OPEN the door and GO TO the open doorway. Then I find out why no one watches the outside. I would have preferred to meet Castro under my conditions. I realize a tight spot when I see one, so I use Response 1 1 2. (This really _is_ a timed event; you must do the next sequence quickly; save and restore to keep the time down.) I LOOK at the desk and GET the card on its left side. On a hunch I MOVE the light above Castro's painting which reveals a passageway. I GO TO passageway. I'd never figure out the alarm combination, so I concentrate on the odd-looking floor that starts just before the lasers. Since I have the infrared glasses, I can see the lasers. The floor is pressure-sensitive; I walk up to the edge of the odd floor and USE the hoverboard. The route is tricky and tight. I go between first 2 beams, in front of the 3rd, behind the 4th, then in front of the 5th and 6th. That gets me past the first bank of lasers, but it's never that easy: there's a second bank of lasers. I go behind the first 3, in front of the 4th and 5th, behind the 6th (close to and in front of number 7), in front of number 8 and I was through! I hop off the board once I get to a normal floor; the safe lock is the machine to my right. I USE the safe card key from Castro's desk, and USE the facial kit I got from the doctor's office (using Castro's picture on the trading card) for the computer scan. The computer lock validates me as Castro, and the safe opens. Walking right to the safe, I LOOK on each of the 3 shelves and TAKE the memorandum to Collier Stanton. Looking at the memorandum gives me the name Thomas Dangerfield. What the heck, I TAKE the $125,000 too, and am sure to TAKE the marker for Percival. Time's getting short, so I reverse the procedure back through the laser beams, and quickly get back to Castro's office. I OPEN the duct cover on the right side of the office and GO TO the duct. Having the blueprints not only gives me the duct view, but also an overhead view of where I am (see pages 9 and 13 for navigating in the ducts). I GO TO the bathroom exit, then OPEN the Casino door, and GO TO the exit. Once outside, I TRAVEL back to Percival's. Lowell Percival #2 He's still not exactly someone you'd wanna split a beer with, but he's willing to TALK now. Asking about Castro, I learn about Rocky Bulwinkle. When I ask about Rocky, Percival suggests tailing him. I TRAVEL back to the casino. Casino #3 It's a long wait; sometimes I even play around with the casino door waiting for Rocky to leave the casino. He finally does, and heads into the alley. I GO TO the alley myself, and quickly duck into the doorway on the left side. Good thing, too, because before he activates a secret door he checks the alley for a tail. His eyes are only for the door once he heads left; I move quickly even before he's inside so I can GO TO it before the door closes. I spot Larry Hammond inside and we talk. He helps me out by giving me an amulet to get in good with Deacon Hawke; he also gives me Nathan Bloodworth's address. I figure I've put off Nathan long enough, so I TRAVEL to go talk to Michelle Bloodworth. Michelle Bloodworth They say love's blind, but after seeing Michelle I suspect it's Nathan that's blind. I ask her about Nathan and she gives me the address to a Remote Outpost. She tells me that someone goaded Nathan into killing Alexander, and into conning Alexis into getting the stone. There's a possible tie between Nathan and Thomas Dangerfield, the name on the memorandum. I TRAVEL to the Remote Outpost. Remote Outpost I get there, but I'm too late. Nathan's barely alive and fading faster than I could get him to a doctor. I TALK to him and make out something about a trap, but don't know what he means. I open the door of the shack on the left and TAKE the rebreather on the table -- a useful device for the thin air on Mars. I see some tools next to the door, so I TAKE them, too. It's cold in here, but the heat of the fire on the left side of the cave seems to help. On the right side I spy a large chest; OPENing it I find an access key card. I TAKE the card and all hell breaks loose. _This_is the trap that Nathan was trying to warn me about, but it's too late now. A door on the right side of the shack opens up, and desperately TAKE the jetpack. With no igniter, I need some other form of heat to ignite the pack; I USE the jetpack on the fire and take off. I'm at a dead end again. Larry Hammond had mentioned that Deacon Hawke seemed to know everything that goes on, so I TRAVEL to the temple. Temple I'd heard that the temple gate was always closed, but it's wide open now. I get an itchy feeling something is wrong; I GO TO the temple doorway and look in. I'm not about to tangle with a guy packing a laser, but this bozo doesn't look too bright. I spot two pink, full-height mirrors and start to smile. I MOVE the mirror on the right, then walk across the temple and MOVE the other. The goon never notices me; once I had moved both mirrors, I MOVE the wooden candle extinguisher leaning against the pillar to get the goon's attention. Sure enough, he fires his laser and the light beam bounces off the two mirrors to come back and hit him. Some guys are born saps, some die that way, too. I go up to Deacon and TALK to her. She sounds a little nutty, but gives me a lead on Alexis: Cooper Bradbury, titular ruler of the mutant population here on Mars. Her comments about the Oracle stone leave me a little worried. I ask her about herself to try and get a handle on her, but she just talks about my destiny and gives me a location in the colonist ruins that she claims will aid my search. I figure she's got a screw loose, but maybe I should check out the ruins since I don't know where to find Cooper. I TRAVEL to the ruins. Colonist Ruins The mood of the place gets to me, so I give the place a quick search. Just to my right I find a box of H2CL acid, which I TAKE. I walk right and keep going until I find a real large piece of metal. MOVEing it reveals an electronic tuning fork, which I also TAKE. Standing around, looking at the ruins, I consider the case. Something about Cooper Bradbury is bugging me, and it finally breaks through: Bradley Ericson, being a fellow mutant in a close-knit environment like Mars, can probably help me out with finding Cooper. I TRAVEL to Bradley Ericson again. Bradley Ericson #2 I ask Bradley about Cooper Bradbury and he gives me Cooper's address, which I TRAVEL to. Cooper Bradbury Cooper Bradbury is willing to talk; he is aware of the Oracle stone and wants it for himself. He seems to know nothing about Alexis, and most of what he says is just so much rhetoric until I ask him about Thomas Dangerfield, and get a new address. I TRAVEL to the cave at the address. Cave Entering the passage, I stand at the left end of a long tunnel. I head down the tunnel expecting booby traps, but I don't find any. I guess Dangerfield expects the door to keep everyone out. But I have the interlock key card from the Remote Outpost, which I USE on the door and then I GO TO the open doorway. The door closes and I look into the eyes of one frightened, beautiful young lady. I TALK to Alexis and she ties up some loose ends to this case. The biggest thing she mentions is Dangerfield's machine, reminding me of what Deacon Hawke said about the Oracle stone. I start to leave, but notice there are no controls for the door on this side. That doesn't make sense; this doubtlessly was not a Martian cell, so there should be controls for the door. I notice a patch of plaster on the wall to the right of the door. I look around, my eyes falling on some of Alexis's clothes hanging from a steel rod. My mind wanders, looking at them and Alexis, but only for a split second, then I GET the rod and USE it on the plaster once I'm right in front of it. The metal plate surprises me, but I USE the H2CL acid I found in the Colonist Ruins to eat the plate away. A button is exposed and I MOVE it...only to find the trap I'd been waiting for. Endgame As Dangerfield walks into his cubicle, I look around. I see a control panel on the outside of his cubicle, next to the ground. Looking up, I see a large bolt in the ceiling of our cage. I GET the bolt. I TALK to Alexis, using Response 1 1. This slows Dangerfield down a bit, giving me time to think. They say your life flashes before your eyes when you're gonna die; good thing, too, because it reminds me of my childhood and gives me an idea. Looking at Alexis gives me other ideas, but only one that is going to get us out of here. I TALK to her and use Response 1 2 1. I GET the bra from her hand, then USE the bra on the control panel to smash it. Quickly, I walk over to the right of the glass case with the stone in it situated on the right side of the room, and USE the tuning fork on the glass (you have to be fairly accurate about where you click to click on the glass). The glass shatters, as do Dangerfield's dreams, and the stone falls. I GET the stone, and with Alexis following, GO TO the speedster car sitting on the right side. We take off before Dangerfield can get out of his booth for a shot at us, and we head back to the temple. I dump the stone off with Deacon. Knowing what it can do, she seems like the safest bet. Things are looking pretty good, and Alexis seems to think so too, so case closed. This walkthrough is copyright (c) 1991 by Dave Timoney. All rights reserved. - o -