"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~""" # ###### # ## # # ###### #### # # #### # # ##### # # # ## ## # # # # # # ## # # # # # # # ## # ##### #### ###### # # # # # # # # # ###### # # # # # # # # # # # # # # # # # # # # # # # # # # # ## # # ##### # # # # ###### #### ###### #### # # ##### ### ### ####### # # # # # # # # # # # # # # # # # # # # # # # # # # ### ### # O)))) O)) O)) O)) O) O)) O)) O)) O) O) O)) O)) O)) O))O)O) O) O)) O)) O)) O)) O) O))) O)) O)) O)) O)) O)) O)) O)) O)) O)) O)) O)) O)) O) O)) O)) O)) O))))O)) O)) O))O) O)) O)) O)) O)) O))O)) O))O))))) O)) O)) O)) O) O)) O)) O))O) O)) O)) O)) O)) O)) O)) O))O) O)) O))))) O)) O))) O)) O)) O)) O))O))) O)) O)) O)))) O))) O)) FAQ/Walkthrough PC 1986 Version: 1.0 released on the 19th of February 2007 Author: odino http://www.gamefaqs.com/features/recognition/47976.html This guide is EXCLUSIVELY available at GameFAQs. .============================================================================. | .========================================================================. | | | TABLE OF CONTENTS | | | '========================================================================' | |============================================================================| | 01.) Introduction | G0100 | | 02.) Basics | G0200 | |----------------------------------------------------------------+-----------| | 03.) Walthrough | G0300 | | Full Walthrough | G0310 | | Command-Only Walthrough | G0320 | |----------------------------------------------------------------+-----------| | YY.) Version History | GYY00 | | ZZ.) Credits & Thanks | GZZ00 | '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' =============================================================================== 01.) INTRODUCTION G0100 =============================================================================== Welcome to 'James Bond 007: Goldfinger' for the PC, a text adventure based on the movie with the same name, released by Mindscape in 1986. Suggestions, comments or errors - tell me about it. Enjoy! =============================================================================== 02.) BASICS G0200 =============================================================================== The input is very basic, you type the command you wish to use and the parser will either attempt the action or tell you it is not possible. At at the start of the game it asks if you want to load the game. A saved game is saved using the SAVE command during the game. If you want to restore a save game during the game you need to RESTART first. All commands are in CAPS, but you do not require to type them so in the game. =============================================================================== 03.) WALKTHROUGH G0300 =============================================================================== The first part is a full walkthrough with the story included. If you do not wish to read about this while you play, simply follow the command-only guide. The story is helpful for when you don't know if you are in the right area at the time, however, some text may be slightly different then when you are playing. ------------------------------------------------------------------------------- Full Walkthrough G0310 ------------------------------------------------------------------------------- Your brand new silver Aston Martin streaks down a dark Alpine road. A glance in the rearview mirror reflects several sets of bright headlights closing in fast. You step on the gas, determined to escape and continue your surveillance of suspected gold smuggler Auric Goldfinger. The aristocratic blonde beside you grips your arm as you spin through a turn. Moonlight and fear race across her face. Tilly Masterson, out to avenge her sister's death. Another naive beauty in over her head. A treacherous hairpin turn lies dead ahead to the west. You brake, wrestling the wheel for control. The lead Mercedes roars its approach. One of the Koreans inside leans out and takes aim. Gunfire rakes the dirt road around you, but your cool nerve cancels fear. You're Bond, James Bond, 007, and licensed to kill. This is the game you know best. It's time to even the odds and see what this car can do. Damn, you think to yourself as you reach for the armrest, next time I take a car from Q branch I really should listen to Q. > OPEN ARMREST You open the armrest. It contains the buttons. The lead car is gaining ground on you. It's now only 50 meters behind you. > W The road jackknifes here into a treacherous hairpin turn. Black skid marks snake across the tarmac, following the road's edge as it twists back upon itself. An S-curve flows to the east; to the west the road climbs toward the south pass. The lead Mercedes remains 50 meters behind you. > PRESS WHITE BUTTON There is a grinding sound from the back of the DB5. The boot springs open and one hundred razor-sharp spikes spill and spark like fireworks on the road behind you. One of the Mercedes tears over the spikes. Its tires are chewed to shreds and it skids wildly into and through a guardrail, bursting into a ball of flame as it spirals down the mountainside. Tilly's grip seems to soften on the DB5's dash and the color begins to return to her knuckles. You speed on toward the south pass. Channeled between two mountains, the wind howls like a banshee through this narrow southern pass. Great evergreen forests stretch up on the mountainsides to sheer rock. The road heads west to an intersection with a major highway. From there, a pair of blinding headlights are moving straight toward you at a high rate of speed. To the east the road contorts into a hairpin turn, while a pass road leads north. The lead Mercedes now has lost ground. It's more than a hundred meters back. > N Connecting the south and north passes, the pass road clings to the wind-swept mountainside like a garter on a courtesan's thigh. Boulders slick with moss line its shoulders. All around you the Alps tower in frozen grandeur. The lead car is gaining ground on you. It's now only 50 meters behind you. > N This northern pass lies between two snow-clad peaks, one of which stands like a sentinel at the head of the valley guarding the village of Trelex far below. The road leads east toward a lookout clinging to the steep flank, while to the south, it winds behind the other peak. To the north, the road enters a Swiss army base protected by an electric fence. Ranks of soldiers patrol like clockwork figures around the long grey buildings behind the fence. The lead Mercedes has caught up to you. One of the Koreans leans out and fires a shot. > PRESS GRAY BUTTON Clouds of smoke billow from the exhaust pipe, making pea soup of the air behind you. You hear the satisfying sizzle of a Mercedes smashing into the electric fence, followed by the even more pleasing sound of a second Mercedes turning into scrap metal. Tilly relaxes slightly and a taut smile crosses her face for a moment. You speed on toward lookout road. Hugging the mountainside, lookout road offers a Christmas card view of the valley below where a white steeple towers over the neat shops and houses of Trelex. To the west is the north pass and to the east lies a sharp curve. The road's southern shoulder widens into a lookout. In the ground is a manhole cover. The remaining car now has lost ground. It's more than a hundred meters back. > E Here the road curves its way around the mountainside like a giant sickle angling steeply downhill to the south. Lookout road forms a straight handle to the west. The remaining car has caught up to you. One of the Koreans leans out and fires a shot. > PRESS BLACK BUTTON A spraying sound comes from the back of the DB5. A glance in your rearview mirror shows an oil slick glistening across the surface of the road. The final Mercedes hits it, spins like a pinwheel, and smashes through a guardrail to the valley below. Breathing a sigh of relief, you slow down and head toward the steep road. Tilly sinks back into her seat. This steep section of the road climbs north to a sharp curve and descends south into the valley. > OPEN DOOR You open the DB5's door. > GET OUT You step out of the DB5 at the steep road. > N You're back at the sharp curve. > W You're back at lookout road. > S Here the road's shoulder widens into a scenic lookout from which to enjoy the now moonlit spectacle of the Alp-rimmed valley. An intense red glow emanates from beyond the guardrail at the lookout's edge. Below is the main factory building of the Auric Enterprises complex. Hurrying figures move purposefully about the shadowy passages around it. South of the factory rise the gold gothic turrets of Goldfinger's chateau. > CLOSELY LOOK AT GUARDRAIL This waist-high guardrail is formed of finger-thick steel cable threaded through stanchions set ten feet apart. One end of the cable has worked nearly free from its mooring. > PULL CABLE You tug on the cable and manage to free one end. The cable now hangs over the edge of the lookout. > D You lower yourself down the cable which proves disappointingly short. You are hanging about five meters above a dark alley within Auric Enterprises. > D You land softly, spinning around into a crouch with your back to the cliff face. A loading dock is backed onto the main factory building. A dark alley runs east and west along the back of the building. Lights shine around the western corner, while the east lies shrouded in shadow. The scent of bitter tobacco hangs in the air. > E You slip into a dark alley behind the factory building. A window on the wall to the south is open. To the west stands a loading dock, while at the eastern end of the alley, clumps of dead plant stalks waver in the slight breeze. > LOOK WINDOW At strategic points along the factory floor Korean guards keep watch, the oiled barrels of their Bren guns gleaming. In the center of the room a group feverishly dismantles Goldfinger's armored Silver Ghost--armor made of gold. Sweat pours down their shoulders and backs as they carry the gold toward two open furnaces. > E Overgrown with weeds and stunted plants, this decaying garden gives ample proof of Goldfinger's black thumb. A wrought iron fire escape leads up to the factory roof while the alley runs west. > U Pebbled tar covers the flat roof of the factory. A low, concrete barrier runs along its edge. The roof extends to the west. In the south rises the arching roof of Goldfinger's medieval chateau. An iron fire escape leads down from the factory roof to the garden. > W Your cat-burglar black shoes slap softly as you steal across the tar paper until you reach the western end of the factory roof. The moonlight shines off a skylight at your feet. > LOOK SKYLIGHT A blinking red light catches your eye. It is set in a large silver-colored casement. Goldfinger and an unusually tall Chinese man are hunched over the object. With Goldfinger watching intently, the man inserts a small gold-colored object into the device, and the light stops blinking and turns green. Goldfinger smiles briefly, then the two men walk away. > E You're back at the east roof. > S Set at a dangerously steep angle, the roof of Goldfinger's small chateau consists of overlapping blue and red slate tiles. They are slippery from a brief late afternoon shower and provide no handholds. Your acrobatic balance alone keeps you from plummeting to the courtyard below. An amber pennant embroidered with the Auric Enterprises logo flaps in the wind atop the gold turrets at each corner. A small closed trap door is set in the roof. > OPEN DOOR You open the trap door. > LOOK DOOR The sight below takes even your breath away. If armored tanks could breed, they'd give birth to Oddjob. Three-hundred-and- fifty pounds of Korean muscle, he stands six-feet tall and a yard wide. His hands are lethal weapons. So are his feet, his elbows, his knees, and sometimes his head. The giant man is balancing a steel box filled to the brim with small gold ingots. As he lumbers out of the room, closing the door behind him, one of the ingots falls unnoticed to the carpet. > D You pass through the trap door. The office is as opulently furnished as a museum wing. The mahogany wall panels, recessed lighting, and butter-soft leather couches speak of a man accustomed to the finest. Your feet sink into a thick crimson carpet. In one corner is a rectangular patch of green carpet, a neat hole nestled in its center. A cherry wood plaque is hanging on the wall above it. Beneath a huge desk you see a glint of gold. A small trap door is set in the ceiling above. The office door in the northern wall is closed. You see the desk and the plaque. > TAKE BADGE You take the badge. > OPEN DESK You open the desk. It contains the plans. > TAKE PLANS You take the plans out of the desk. > CLOSELY LOOK AT PLANS These elaborate plans seem to be the blueprints for some type of advanced helicopter. Neatly penned in one corner are the initials PG. In another handwriting is the notation: P - Operation Grand Slam should impress the generals--I look forward to the maiden voyage. > PUT PLANS IN DESK Done. The plans are in the desk. > CLOSE DESK Done. The desk is closed. > CLOSELY LOOK AT PLAQUE This is a cherry wood plaque. Mounted on it are a gold golf club and ball. > TAKE BALL You take the golf ball. > PUT BALL IN HOLE The ball goes into the hole and the east wall opens revealing a dark corridor. > TAKE BALL You take the golf ball out of the hole. > PUT BALL ON PLAQUE Done. The golf ball is on the plaque. > E You pass through the secret door. The secret door closes. This low, narrow corridor is so dark that the shadows have shadows. > TAKE LIGHTER You take the lighter. > LIGHT LIGHTER You light the lighter and its flame burns steadily. > OPEN BUNKER DOOR In the flickering light of your Dunhill lighter, you find the latch and open the door. > TURN OFF LIGHTER You turn the lighter off. > PUT LIGHTER IN POCKET Done. > E You pass through the bunker door. This is a claustrophobically small and windowless room. When knocked, its floor, ceiling, and walls of metal plate sound like they're backed by at least a foot of concrete. Air vents ridge the ceiling. All but one of the walls are bare. A large picture frame filled with photos hangs in the center of this wall. Facing the photos is a huge table. An open bunker door is to the west, and in the north wall is a closed steel door. > CLOSELY LOOK PICTURE FRAME This is a claustrophobically small and windowless room. When knocked, its floor, ceiling, and walls of metal plate sound like they're backed by at least a foot of concrete. Air vents ridge the ceiling. All but one of the walls are bare. A large picture frame filled with photos hangs in the center of this wall. Facing the photos is a huge table. An open bunker door is to the west, and in the north wall is a closed steel door. > TYPE MY GOLDEN GIRLS The safe opens. It contains the chart and the letter. > TAKE LETTER You take the letter out of the safe. > READ LETTER AURIC STUD Nelson County, Kentucky My Esteemed Colleagues: Our time for glory rapidly approaches. You have all fulfilled your part of Operation Bluegrass brilliantly. I invite each of you to join me here to witness the grand event which will soon enter the annals of history. To assure that only the invited attend, I ask you to wear the enclosed badge. Be prepared to present the password: "Do you have an ingot?" Most sincerely, Auric Goldfinger > PUT LETTER IN SAFE Done. The letter is in the safe. > TYPE OPEN DOOR The steel door opens. > N You pass through the steel door. > U You walk up the steps. > OPEN COVER You open the manhole cover. > U You climb through the manhole cover, which closes behind you. You're back at lookout road. > E You're back at the sharp curve. > S You're back at the steep road. > GET IN You step into the driver's seat and close the door. > S The road forks here. One tine descends south to the village below, while the second bends west toward Auric Enterprises. A straight line shoots steeply up the mountainside. > S Trelex is a sleepy village nestled at the foot of the mountains. A brick bank with a giant clock on its tower dominates the square of this orderly and quiet town. The D42 leads south from town and a narrow road heads north toward the mountains. > S D42 runs through the valley between the airport to the south and the quaint village of Trelex to the north. In the distance pale moonlight reflects off the skeletal form of a ski lift, shut down for the night. > S The airport is a checkerboard of interlocking runways dotted with SwissAir 707s, Constellations, and a scattering of smaller planes. The whine of a jet slashes the air. To the south of the parking area is the low-slung glass terminal. The D42 exits the airport to the north. > OPEN DOOR You open the DB5's door. > GET OUT You step out of the DB5 at the airport. > WEAR BADGE Done. > S Leaving Tilly behind, you enter the airport and catch a transatlantic flight to New York--sleeping only fitfully en route. A connector gets you to Louisville, where you convince a reluctant cabby--only by paying in advance--to drive you to Auric Stud. The entire hour he complains that the last time he drove there, his fare went in for change and never came out. When the cabby tried to follow, several oriental thugs chased him off. As soon as you step out of the cab, the crabby cabby roars back down the road. Auric Stud lies at the end of several miles of road winding through the lush green hills of Kentucky. The road runs south from the arched gold gate leading north into Auric Stud. A Korean guard growls: Give me the password. > DO YOU HAVE AN INGOT? The guard steps aside and says: Welcome to Auric Stud. This graveled drive sweeps north from the entrance of Auric Stud through rows of great gnarly oaks to the front porch of the "Gone with the Wind" style mansion. Beyond the oaks to the east lies a field. A paddock surrounded by a fence painted sugar white stands off to the west. The deserted country road lies south through the gate. Several dark-suited figures, each wearing a gold badge, lounge against the fence. > N This porticoed front porch seems tailor-made for sitting in a rocking chair with a pitcher of lemonade at hand. But this porch is empty. The front porch continues to the west, while to the east it leads out to a side yard. To the north, the front door of the house is open. Directly to the south is the graceful sweep of the driveway. > E This small yard extends between the front porch in the west and a barn to the east. The barn door is closed. Under a giant myrtle tree shading most of the yard lies a small pond teeming with goldfish. South of the yard, bright in the sunlight, is a field. > OPEN DOOR You open the barn door. > E You pass through the barn door. This large breeding barn has been stripped of all signs of its former functions and the scent of machine oil and metal coats the air. Dim sunlight filters through chinks in the clapboard siding of the barn, barely illuminating an astonishing sight: A helicopter like none you've ever seen before. To the west the barn door is open. > GET IN You step into the cargo bay of the helicopter. Two moulded seats fill up most of the cockpit of the helicopter. A large cargo area stretches behind them. A great tinted glass dome arcs overhead and on all sides. You see the device. > GET OUT You step out of the helicopter at the barn. A woman rushes out at you from a dark corner of the barn, demanding to know what you're doing snooping around. With auburn hair spilling over her brown goatskin flyer's jacket and with long tapered legs poured into brown leather pants, Pussy Galore is clad for combat and looks ready to rumble. As she leaps into a judo fighting stance her violet eyes crackle with excitement. > FLIP WOMAN You swing Pussy's arm down and out and send her flying over your shoulder, but she tucks and rolls back onto her feet. She leaps towards you, her leg stiffened for a deadly kick. > BLOCK KICK Pussy deftly blocks your kick, then lunges at you again. > FLIP WOMAN You grab Pussy's foot and throw her on her back to the ground. Before she can get back up you pin her down, pushing against her writhing shoulders. Her eyes open wide, startled. Sweat glistens on her cheeks and runs over her lips which look flushed, full and red. She bucks against you. You won't be able to hold her for very long... > KISS WOMAN Pussy struggles to push you away, but as you continue to kiss her the heat of fighting turns into the fire of passion and she abandons herself to your charms. Time passes... Pussy: Oh, James. These years I've worked with Goldfinger I've known he was greedy and maybe a cheat, but I never dreamed he was so cold-blooded. He helped me you know, gave me money for my helicopter. I only hope we can stop him now. > WOMAN, TELL ME ABOUT GOLDFINGER Pussy: He's a persuasive man. I was convinced that he was interested in helping me sell my design to the Pentagon. I never dreamed that he planned to destroy Fort Knox--and me with it! > WOMAN, TELL ME ABOUT GRANDSLAM Pussy: Goldfinger christened my helicopter and its maiden flight with that name. I was supposed to fly it to Fort Knox, land on the roof, and take off again before the guards could take a deep breath. I would have done it, too-- and he would have killed me--if you hadn't come along. She shudders. > W You pass through the barn door. You're back at the side yard. > W You're back at the front porch. > W The porch turns the corner here, leading north along the western side of the mansion, and east to the front porch. A tall and elegant french window looks into the house here. > LOOK WINDOW The meeting room is filled with well-dressed men milling about. > WAIT (until...) You wait a while. From the corner porch you hear Goldfinger clear his throat and begin to speak: Gentlemen. I owe each of you a million in gold bullion. You can have that million today--or fifty million tomorrow, when my bank opens in the morning. The key to my bank is Fort Knox. > WAIT You wait a while. From the corner porch you hear Goldfinger continue his speech: Man has climbed Mt. Everest, descended to the depths of the ocean, ascended to the void of space and split the atom. He has achieved miracles in every field of human endeavor, except crime. Now it is time for the miracle of crime. > WAIT You wait a while. From the corner porch you hear Goldfinger finish his speech: My plan is foolproof, gentlemen. I call it Operation Bluegrass. I have devoted fifteen years of my life to it. Every detail has been scrupulously prepared, every eventuality considered. Shortly, the revolutionary helicopter of my personal pilot, Miss Pussy Galore, will make a deposit at this bank called Fort Knox. This deposit will consist of a large nuclear device which, at my command, will effectively eliminate the United States' gold reserves. Thus with my own sizeable holdings, I will have what you might call a "corner" on the market-- and the world at my feet. > WAIT You wait a while. From the corner porch you hear Goldfinger say: Now, gentlemen, I have an important matter to attend to. If you will make yourselves comfortable, I will return shortly to have your answers. > E You're back at the front porch. > N You pass through the front door. The wide staircase curves gracefully up to the second floor from the central hall of Goldfinger's Kentucky home. A smaller back hall is to the north and the open front door is to the south. To the west is a large oak door. It is open, revealing that the room beyond is filled with dead men. > N You slip into a long and narrow hall with low ceilings. To the south this hall opens up into the grand central hall of the house. At the north end of the hall a cramped staircase leads down. > N You descend the stairs. Your footsteps echo flatly as you steal down this short, narrow tunnel. At one end of the tunnel, to the west stairs lead up to the ground floor of the house and at the other is a reinforced door. > OPEN DOOR As you try to open the door, Pussy motions you aside. Pressing her hand on an indentation on the door frame she says: Grand Slam. The door slides open as you and Pussy burst into the control room. Walled with lead plate backed by two feet of concrete, this small control area bristles with the latest gadgets. A gleaming panel dominates one entire wall. On it, near you, are two switches--one red and one black. The fluorescent lights reveal Goldfinger's escape hatch above, and the reinforced door to the west. For a man of his bulk, Goldfinger moves surprisingly quickly. In a blink, he slips up through the escape hatch with Pussy hard on his heels. Oddjob grins at you menacingly, his hat poised to strike. > DUCK You duck. Oddjob's bowler whizzes over your head and lodges with a thunk into the control panel. Oddjob lumbers over to retrieve the deadly hat and finish you off. > FLIP SWITCH Sparks shower like burning rain as Oddjob grabs his bowler. He lights up like a Christmas tree, thousands of volts jolting through him, and falls dead to the floor like a felled redwood. > U You're back at the barn. > GET IN As you step into the helicopter, it rises through the opened barn roof. Goldfinger is standing in front of a waist high steel box. He seems to be trying to look into the device, while keeping a gun aimed at the back of Pussy's head. Two moulded seats fill up most of the cockpit of the helicopter. A large cargo area stretches behind them. A great tinted glass dome arcs overhead and on all sides. Goldfinger is a red-faced man with a head too large for his stocky body. Carrot-colored hair curls sparsely on his scalp and like unstoppable lichen everywhere else. When he looks at you, his blood-shot eyes glint like brass scales weighing your worth. > KICK GOLDFINGER Your attack has disarmed Goldfinger. He drops the gun, snarling in pain. The gun slithers out the cargo door behind you and falls toward the Kentucky countryside streaking by far below. His face crimson with rage, Goldfinger lunges at you, arms going for your throat. > FLIP GOLDFINGER Your maneuver has succeeded brilliantly! Goldfinger, propelled by his own lethal charge, flies past you through the cargo door and out into the open air. He plunges through the air like a fat, spinning pincushion, shrieking into the wind. > OPEN DEVICE You open the device. It contains a maze of wires. > CLOSELY LOOK AT DEVICE This metal device looks like an airline serving cart with solid sides. The interior of the device is mostly shielded by thick metal plate, but the part exposed to your gaze bristles with a maze of wires that looks like the remains from an explosion in a fettucini factory. There is a small clearing in the middle of the maze of wires. A red light pulses above it. > TAKE BADGE You take the badge. > PUT BADGE IN DEVICE The ominious red light flashes to green as soon as you put the badge in place. MISSION ACCOMPLISHED, 007! Congratulations on saving the free world once again. You and Pussy fly to Fort Knox, where you fulfill the nobler aim of Operation Grand Slam by eluding all defenses and leaving the bomb as a calling card of the speed and dexterity of Pussy's helicopter. The troops rushing to the roof top see you disappearing like a mirage on the distant horizon and find a note attached to the nuclear device: M: This has been defused -- I think. I'll be in touch, but right now I've some lovely new equipment to check out. James. ------------------------------------------------------------------------------- Command-Only Walkthrough G0320 ------------------------------------------------------------------------------- OPEN ARMREST W PRESS WHITE BUTTON N N PRESS GRAY BUTTON E PRESS BLACK BUTTON OPEN DOOR GET OUT N W S CAREFULLY LOOK AT GUARDRAIL PULL CABLE D D E LOOK WINDOW E U W LOOK SKYLIGHT E S OPEN DOOR LOOK DOOR D TAKE BADGE OPEN DESK TAKE PLANS CLOSELY LOOK AT PLANS PUT PLANS IN DESK CLOSE DESK CLOSELY LOOK AT PLAQUE TAKE BALL PUT BALL IN HOLE TAKE BALL PUT BALL ON PLAQUE TAKE LIGHTER LIGHT LIGHTER OPEN BUNKER DOOR TURN OFF LIGHTER PUT LIGHTER IN POCKET E CLOSELY LOOK PICTURE FRAME TYPE MY GOLDEN GIRLS TAKE LETTER READ LETTER PUT LETTER IN SAFE TYPE OPEN DOOR N U OPEN COVER U E S GET IN S S S S OPEN DOOR GET OUT WEAR BADGE S DO YOU HAVE AN INGOT? N E OPEN DOOR E GET IN GET OUT FLIP WOMAN BLOCK KICK FLIP WOMAN KISS WOMAN WOMAN, TELL ME ABOUT GOLDFINGER WOMAN, TELL ME ABOUT GRANDSLAM W W W LOOK WINDOW WAIT (...until the speech starts) WAIT WAIT WAIT E N N N OPEN DOOR DUCK FLIP SWITCH U GET IN KICK GOLDFINGER FLIP GOLDFINGER OPEN DEVICE TAKE BADGE PUT BADGE IN DEVICE =============================================================================== YY.) VERSION HISTORY GYY00 =============================================================================== v1.0 Complete (19th of February 2007) =============================================================================== ZZ.) CREDITS & THANKS GZZ00 =============================================================================== GameFAQs for hosting this file. Angelsoft for this game. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ,,, (o o) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=oOOo-(_)-oOOo-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=