THE IIII N N TTTT EEEE RRR BBB AA N N K K I NN N T E R R B B A A NN N K K I N NN T EEE RRR BBB AAAA N NN KK I N N T E R R B B A A N N K K IIII N N T EEEE R R BBB A A N N K K IIII N N CC IIII DDD EEEE N N TTTT I NN N C C I D D E NN N T I N NN C I D D EEE N NN T I N N C C I D D E N N T IIII N N CC IIII DDD EEEE N N T --------------------------------------------------- TABLE OF CONTENTS --------------------------------------------------- I. INTRO II. VERSION HISTORY III. GAME INFORMATION IV. GAME INTRO (OVERALL) V. GAME INTRO (SPECIFIC) VI. STORY (IN DEPTH) (Long, but a must read) VII. CHARACTERS VIII. GAME ICONS IX. FAQ/NOTES X. +++ PLACES +++ XI. +++ ITEM LIST +++ XII. CLUES XIII. ***** SOLUTION ***** XIV. SPOILERS XV. MYSTERIES XVI. ALLOWANCES XVII. LEGAL XVIII. CONTACT XIX. CREDITS --------------------------------------------------- I. INTRO --------------------------------------------------- I woke up one morning in 2009, and thought of a game I played in the early eighties, on the Tandy Color Computer Two. Not many people play these wonderful games much anymore, and they are not easy to find or run. In fact it took me over a year (on and off) to find a suitable emulator and the (legal) ROM that I needed to run it. However, finding someone who has beaten this game proved impossible. So I hope that with the help of people I found online, who found me online, and with the people who seek out this guide, maybe we can finally come up with a combined solution. --------------------------------------------------- II. VERSION HISTORY --------------------------------------------------- 0.1 Version 0.1 (6/17/11) This is a work in progress guide. But if we work together maybe we can win yet. 0.2 Version 0.2 (1/18/12, never posted) Minor revisions. 1.0 Version 1.0 (created 2/23/13 - posted 3/16/13) Improved ASCII art and some moderate revisions. 1.1 Version 1.1 (started 4/30/13 - never posted due to V2.0 being completed during research) Many minor revisions, a few new items, descriptions changed etc. A new "researcher" was added. Spell checking done. 2.0 Version 2.0+ (5/4/13) First solution (Jackie) added. 2.01 Version 2.01 (6/1/13) Tried solution with Karl and Bob (unsuccesfully). 3 Version 3.0 (7/16/17) Aftera 4 year hiatus I finally retruned. Minor updates throughout. Second Solution (Alex) added. Added annotations to story. 3.1 Version 3.1 (7/26/17) John added. Added "Use Tracker" to profiles. 3.2/3.11 (Projected) --------------------------------------------------- III. GAME INFO --------------------------------------------------- Game : Interbank Incident, The Platform : Tandy Color Computer Guide status : Complete (although there is still room for expansion) Guide version: 3.1 Size: 59.3 KB (Estimated) Guide author : James A. Hall III Author's Email : jahall3@mail.usf.edu, jahiiiwolf@yahoo.com Producer : Tandy --------------------------------------------------- IV. GAME INTRO (OVERALL) --------------------------------------------------- (Credits: From the manual): It started at the Interbank Corporation headquarters in New York. It seemed like a simple burglary at first. A couple of drawers forced open, some petty cash stolen. Nothing much. Fortunately, a security guard noticed that the “Burglar” had shut off the Main Vault Security System for 45 seconds. That’s when they discovered the Code Book had been stolen. This wasn’t just any code book. This code book was used to control a top secret experimental satellite (code named The Nebulous Project) owned by the Interbank Corporation. The Code Book, in the wrong hands, could make that satellite do just about anything from flying airplanes to controlling nuclear submarines. It could even destroy a city. The Interbank Incident is a new concept in adventure games, using the latest technology of icons and pull-down windows. All commands to the game are made through your joystick or mouse with simple, concise, and easy to understand icons. Furthermore, the Interbank Incident is a role-playing adventure. As the game starts, you will select one of seven characters. From that point on, you will play the game through this character, taking on his or her qualities, same good and some not so good. The ultimate challenge, however, is yours: to discover the clues and tips necessary to find the code book, the crooks, their hideout, and finally, to regain control of the satellite. Finally, the Interbank Incident is a never ending challenge. Even after you solve The Interbank Incident, (a challenge in itself!), the game scenario (the steps needed to win) will be different the next time you play. This is because the hideout, clues, tips and other key elements of the game are different for every new game ensuring an almost endless supply of challenge and fun for all. --------------------------------------------------- V. GAME INTRO (SPECIFIC) --------------------------------------------------- (Credits: From the Game): Good Day, You have been hired by Marcia Carlson, president of The Interbank Corporation (IBC). Sometime late last night, a code book was stolen from the main Interbank headquarters in New York. This code book is used to control a new experimental satellite owned by IBC. Along with this code book the satellite may be commanded to do virtually anything. Your mission, should you decide to accept it, will be to find the stolen code book and regain control of the satellite. Our experts tell us that high-level microwave transmissions will be required to communicate with the satellite. Transmissions of this sort have been discovered in Seattle, Paris and Rio de Janeiro. Therefore you are to start your search in Seattle. The Interbank Corporation has supplied you with an expense account of $10,000. This is to cover all expenses, including transportation and food. You have also been given use of a fully fueled IBC personal Lear jet and pilot. Enough money has been included in you expense account to cover refueling. Good Luck. --------------------------------------------------- VI. STORY (IN DEPTH) --------------------------------------------------- [This is the story of the game. It is in the manual pages 12-15, but it really does have a lot of information which makes sense in and of the game. When you find someone, you need to know who they are. Only this way can you truly understand everything. Almost everywhere in the story is a space you can go to, almost everyone still alive and someone you can find. There are codes found in the story which are used in the game. The train is in the game, the consoles are in the game, the people are scattered throughout the game, in Rio, Paris, and Seattle... just read this. Also I numbered the paragraphs for reference purposes] Notes were added by me. (Credits: From the Manual): (1) In 1979, the officers of the Interbank Corporation were brought before a congressional investigating committee on charges of giving kickbacks to government officials. The charges were dropped for insufficient evidence but did force the retirement of Mr. Cantinas. (Note: Mr. Cantinas now runs a casino in Rio. You will also find the postard, and recieipt whichare signed M.C. whuich COULD implcate him.) (2) A heated battle ensued between Gene Williams and Marcia Carlson for the presidency. What followed was eight months of intense struggle and debate. (Note: Anorther M.C., isn't that convienient?) (3) On March 15, 1980, Gene Williams was found murdered on the train from Munich to Paris. The Interbank Corporation then hired The Agency to investigate and determine if Ms. Carlson was involved in any way. (4) The investigation was assigned to Hans Gartner. Agent Gartner had a contact in Seattle that was helpful in solving murder cases, and he got help often. (Note: You can find Hans Garner in Hoffbrau Haus, and ihis daughter in the Alwag Monorail station in Seattle. I imagine his agent is teh boostore owner, but I am not postive.) (5) The investigation notes are sketchy, and Mr. Gartner has since moved to Germany. However, we have included some excerpts from the notes: (6) March 15. Assigned case and briefed (7) March 16-17. Traveled to Paris and investigated scene. Victim was found in the baggage car with multiple stab wounds. Found telegram in victim’s pocket reading, “Gene. Stop. Found valuable evidence at Radar Base. Stop. Contact you soon. Stop. Dave. Stop.” Gathered more evidence. (Note: Radar Base is in Munich, Germany. You can check it out too.) (8) March 17-18. Traveled to Seattle for consultation. (9) March 18-19. Traveled back to Munich. (10) March 19-20. After extensive searching and looking, I followed a lead and searched the lobby of the Munich Holiday Inn. Discovered a bag containing computer cartridge marked IBCS (Interbank Computer Systems) and a computer disk. The disc contained data from two IBSS (Interbank Security Systems) consoles. The cartridge could be connected to any Interbank Computer System cartridge slot. These items were give to IBC security. The cartridge was subsequently lost by IBC. (Note: You should check this place out too. Usually you can find important items, and you can buy a usually important and very expensive clue in the lobby.) (11) March 21. Conferred with Seattle by phone. (12) March 22. Contacted the bartender on the train. He stated “Others threatened me, so I didn’t help them.” (Note: This is Achmed. You can meet him.) (13) Information from the bartender gave Mr. Gartner enough information to crack the case. He discovered who the murderer was, and a connection to a “group of investors” from Brazil. At this point, the board, apparently convinced of Ms. Carlson’s innocense, stopped the investigation and appointed Ms. Carlson to the presidency. (Note: Barzil or Rio?) (14) Ms. Carlson continued the heavy investments in aerospace, and expanded the scope of investments, to include casinos, art, and fashion. Lately, Ms. Carlson has invested much of interbank capital (as well as large portions of her own money) in foreign investments. (Notes: Casinos as in Rio. Art as in the Louvre and Seattle Art Museum, and Fashion in the Maison De in Paris.) (15) Ms. Carlson’s tenure has been rough. Cost overruns on several questionable investments have caused the board to consider retiring her twice. Both times she kept her position by a narrow margin. (16) One of the more controversial projects has been The Nebulous Project. (17) There is not much information about The Nebulous Project. It is a joint Interbank/NASA project started in 1975. The satellite is apparently designed to gather energy transmitted from Nebulae, then to transform it into energy usable by the general population. (18) Nebulous was the pet project of Mr. Cantinas (who was then president of interbank), and the first test model was completed in late 1978 shortly before he retried. (19) During the past several years, Nebulous has been plagued with large cost overruns, and technical delays. The final version of the satellite was launched by shuttle several months ago, and is to be turned over to NASA within 25 days. The project has been the main factor in the split of the Interbank Board of directors. Half of the board has wanted to continue the project, the other half to abandon it. (20) In the middle of the controversy, is the current Interbank president Marcia Carlson. She has pushed strongly to continue the project, but has lately met increasing resistance. The board approved the large funds to finish the project four months ago. The project has been progressing well since then. All of this changed yesterday. (21) Approximately 11:30 last night, at least two persons entered Interbank Corporation International Headquarters. The entry was made at a rear entrance. By coincidence the video camera ay this site had malfunctioned earlier in the day, and had been turned off. Entry was made bypassing the door alarm and forcing the door. (Note: I would say M.C. and M.C. but that is not clear. And if you checek the two museum you wil find cemera 3 seems to be on the firtz in both places.) (22) The team walked south down the hallway, up three flight of stairs, then east to the main security office. Entry to the office was accomplished using the “Burglar’s Pass Key”: opening the door with a credit card. (23) Once inside, the burglar’s forced several drawers open, and took several low-value items. This was apparently to cover the real theft. (24) At 11:42, the main security system (covering the vault located in this office) was shut off for approximately 45 seconds. During this time, the burglar’s stole the code book for the Nebulous Project. They then turned on the main vault security system and left the way they came. (Note: 11:42? That one 114 is probabaly a coincidence...) (25) At 12:02 a night security guard noticed the forced rear entry and sounded a general alarm. Subsequent investigation uncovered the burglary and vault entry. (26) Several items of Note: (27) Item 1: The code book was last seen at 5:03 by the security guard closing the vault. The vault was then closed and alarm system armed. The system was not turned off until 11:42. (28) Item 2: The main vault security system is armed and disarmed by entering a 3 digit code. The number is changed weekly by the security department. This indicates the thieves must have had some connection into the Interbank Corporation. (29) Item 3: The burglar’s knew exactly how to get to the security office. This also indicates a connection into the Interbank Corporation. (30) Item 4: The current main vault security system code is know only by the security department. The means the contact isn’t just anybody within the Interbank Corporation, but must be within the security department itself. The vault is normally opened at 8:00 AM, and closed at 5:00 PM daily. Two guards are present at all times when the vault is open. All items entering and exiting the vault are checked by these guards. (Note: Wasan't this the departement who lost that hardware a while back? [10]) (31) Shortly after the theft was discovered, the Chairman of the Board directed Ms. Carlson to contact The Agency. She appeared extremely concerned. She assured us other countries are developing similar technology, and the first to be successful would surely experience great financial gain. (32) The repercussions of failing on this assignment are severe. Interbank has invested very large amount of capital in this project, and with agreement that NASA would reimburse the corporation when the project was finally delivered. If the project can’t be delivered within 25 days as scheduled it could ruin the corporation. (33) The power that this satellite can command is awesome. Our experts predict several possible scenarios: (34) 1) The satellite could be used to tie in to any computer network. Once tied in, the satellite could be used to alter, copy, delete or create any new data that the operator chooses. (Note: Inclduing bank accounts, and POS transactions.) (35) 2) The satellite can link directly to any Interbank Computer System. Several large museums have Interbank Security Systems. If the thieves tied into one of these, entire alarm systems would become inoperative, leaving valuable artwork in danger. (36) 3) The Interbank Corporation has been working with the Air Force on a project involving an experimental aircraft. The workings of this aircraft are within the memory bank of the satellite. It would take only a few days for the satellite to take complete control of the aircraft. (Note: There is a jet in Radar Base in Munich, Germany awaiting refits.) (37) 4) It is possible for the satellite to take control of any submarine currently commissioned by the United States. This, however is considered extremely unlikely. First of all, a large amount of scientific and computer equipment would need to be near the submarine. This would imply a rather large vessel. Secondly, the control mechanism currently on vessels would interfere with the satellite transmission. This means the control mechanism would have to be at least 20 years old. Because of this, our experts feel this is probably not the goal of the thieves. (Note: There is a sub in the Bremerton Naval Base awaiting refits.) (38) 5) Lastly it is possible, after several day of work, to make the satellite operate as a high energy laser beam. If this happens, entire cities could be wiped out in a matter of hours. (39) As you can see, the situation is grave. Ms. Carlson said that she would contact her sources, investigate as best she can (she worked as a detective for many years before starting at Interbank), and relay the findings to us. (Note: Does she know the type of people who break and enter or the type who steal top secret code books?) (40) This is the information The Agency has on the case. Good luck, we are awaiting your report (41) Signed, Don Jones, Operations Manager, The Agency --------------------------------------------------- VII. CHARACTERS --------------------------------------------------- (Note: This section comes largely from the manual. I have no gift for programming and there is no way to see what the character attributes are, or even if they do indeed have them.) (Credits: From the Manual): While playing the Interbank Incident, the individual decisions (where to go, what to do next, etc.) will be yours. However, you will take on the characteristics and personality of one of the seven characters pictured on your screen. These characteristics or “attributes” will make a difference in your ability to go certain places or get certain information. There are several attributes associated with each character. These attributes make each character unique, and make the game scenario different for each character. For example, each character has some strength, some more then others. As you play the game you will also lose strength, and you may not be able to do things requiring strength. If this happens, try returning after you have built this attribute back up (by eating or drinking in this case). This will apply to other major attributes: charm, tact, common sense, and intelligence. As you choose a character keep in mind that luck plays an important role in a character capabilities, and that no one character is best for all possible game scenarios. Further all characters have both good and bad attributes, and the game an be won by any character. --- There are 7 playable characters. All have strengths and weaknesses. The first paragraph of description comes from the rules. The second is found in game. The third (special talents) are notes found by David Fisher and confirmed by myself. Much of the information may be (and in some cases certainly is) repeated. (Credits: From the Manual, and Game.) --- SUBJECT : Bob AGENCY ID : 09-016 AGENT NUMBER : 017 SEX : Male DATE OF BIRTH : March 10, 1962 HEIGHT : 6'2" HAIR : Black Bob is a Physical Fitness expert and works as the manager of a local fitness club. He is also the first violinist of the Stadia Symphony and plays several other instruments. Known only as “Bob”, this man could lift tall buildings and go under. Though not very smart, the girl’s thinks he cute. He enjoys music. USE TRACKER: ? SPECIAL TALENTS: Can kick open some locked door (unverified) --- SUBJECT : John Callsworth AGENCY ID : 04-025 AGENT NUMBER : 014 SEX : Male DATE OF BIRTH : July 8, 1945 HEIGHT : 5'11" HAIR : Black John is currently in charge of our European Division, which he has handled with expertise. He is well-traveled, and has been successful on 47 out of his last 51 missions. He appears willing to go to any lengths to get information. ...as agent 014, he is twice the man 007 is. He’s charming, tactful. And smart- but still know how to have fun. USE TRACKER: Yes. SPECIAL TALENTS: You know, you look great wearing a tux. It lets you get into place like you normally couldn't do. For instance, how many people do you know that can ride a monorail, trains, and ferry with no tickets or passes? (Note: You still need the Eurorail pass) --- SUBJECT : Jackie De-La-Monde AGENCY ID : 05-011 AGENT NUMBER : 023 SEX : Female DATE OF BIRTH : September 28, 1959 HEIGHT : 5'6" HAIR : Blonde Jackie appears at first to be somewhat “clumsy”, however she brings with her an impressive success record and works with several very talented people. Particularly inventive in the disguises she wears. ...may not have much common sense or strength, but she’s the luckiest woman you’ve ever seen. She speaks many languages. USE TRACKER: Yes. SPECIAL TALENTS: Luck. --- SUBJECT : Alex Johnson AGENCY ID : 04-018 AGENT NUMBER : 010 SEX : Male DATE OF BIRTH : January 10, 1967 HEIGHT : 5'8" HAIR : Black Alex has earned a masters in Computer Science by age 18, and had several major computer companies offering him jobs upon graduation. He now works in Silicon Valley at OmegaTech for a six-figure salary. He can understand unfamiliar computer systems quickly, and is a major asset for this alone. He has worked on 3 major missions, but none alone. ...know everything there is to know about computers. He’s bright and eager, but still a little wet behind the ears. USE TRACKER: Yes. SPECIAL TALENTS: He can use the tracker. See solution. I also got the most vital clue with him very fast. --- SUBJECT : Mick Tarmin AGENCY ID : 07-017 AGENT NUMBER : 011 SEX : Male DATE OF BIRTH : July 4, 1948 HEIGHT : 6'1" HAIR : Black Ex-Marine. Decorated twice with Bronze Star, once with Silver Star, received Purple Heart 3 times. As a pilot, he flew 47 missions over Viet Nam. As special assignments, he went on 11 missions into deep North Vietnam. One mission rescued 7 top officials held in a POW camp. He is familiar with several classes of weapons, and is an expert in hand-to-hand combat. He teaches regularly at several military academies and installations. ...flew 47 missions over ‘nam. An ex-marine pilot, who’s strong, handsome, and he so ...so macho! (Who could ask for more?...) USE TRACKER: ? SPECIAL TALENTS: Ex-marine, can enter military areas easier (unverified) --- SUBJECT : Alan Kramer AGENCY ID : 03-018 AGENT NUMBER : 015 SEX : Male DATE OF BIRTH : June 1, 1963 HEIGHT : 5'6" HAIR : Black Alan is an average agent in most respects. However, he apparently has some psychic abilities, as he can often sense danger and trouble several moments before they happen. This is a valuable asset that should not be overlooked. He also enjoys and deals with animals very well. ...has a sixth sense when it comes to danger, though average in about every other way, he sure knows how to avoid trouble. USE TRACKER: ? SPECIAL TALENTS: Unknown --- SUBJECT : Karl Wietz AGENCY ID : 03-019 AGENT NUMBER : 008 SEX : Male DATE OF BIRTH : January 4, 1958 HEIGHT : 5'7" HAIR : Black Karl is the director of the Agency’s Electronics Division, and is well known for his electronic expertise. He hold PhDs in Electrical engineering and Computer Science, he has a Masters in Education and has received the Nobel Prize for his revolutionary microchip research. He guest lectures on a regular basis as several prestigious Universities. His speciality is hi-tech electronics. Though he lack’s strength and tact. He has common sense and learns fast. SPECIAL TALENTS: Unknown --------------------------------------------------- VIII. GAME ICONS --------------------------------------------------- The game has 8 icons. In order they are: GET / LOOK / EXAMINE / TALK / USE / HELP / DISK I/O / MOVE. Each of these has a use by itself, and use has many use when combined. Below these are you cash on hand, name, and money in your account. Below you name is you rating/score (end of game only). The bottom of the screen shows what items you have (limit 8). --- GET (the open hand): This allow you to pick thing up. When you do it will appear on the bottom of the screen, but beware, you can only carry only 8 items at any one time. You can also use this icon to put things down. I would suggest you write down what you put where as you may need to find it later. I often leave thing where they are most likely to be used, or needed. (I.e: Once you leave seattle the metro pass is useless so drop it at the monorail after you get off. The Eurail pass is only need for the train from Paris to Munich so leave it wherever you get off. The hat and newpaper are only used at thier respective military bases so leave them outside in case you come back. And the evidence is not needed anywhere but if you want to collect it you can leave them all on one place. The baggage car is my favorite. I often leave the rope, codebook, gold card and/or microwave tracker wherever the base is once I find it.) You can leave things safely. They won't move. --- LOOK (the eye): Select what you wish to look at to get a description of an item. Simple? When you are done looking around, de-select the icon. Use this to look at people. Yu will be suprised how much you seem to know about everyone you meet. Also how these poepe are cooonected to each other. Sometimes it will say, "Look you found somehting" --- EXAMINE (the magnifying glass): This will magnify parts of the screen. You can do this 4 times, to different parts of the screen of or the same. It is automatically de-selected after 4 and all the windows close. Sometimes it will say, "Look you found somehting" --- TALK (the talk bubble): You can talk to anyone you see. They may have something useful to say or nothing useful at all. A number of them have to be bribed before they say somethign useful. --- USE (the pointing finger): The most useful icon of the game (no pun intended) But it is often used with something else. Select this and thes select the other icon. USE - GET - item: “Use” an object. (The computer, the microwave tracker, etc.) If you do this with the gun, knife, or the metal bar it will be "Theraten" and usually say, "You look very threatening" USE - GET - location/object: Search an area or object Oftentimes it will say, "Look you found somehting." USE - LOOK - Location or object Read an object. An item must be held to be read. USE - TALK: This switches on the Tandy sound/speech cartridge if you have or are emulating one (although AFAIK, this cannot be emulated at this time). USE - MOVE - location: Use this when you want to kick something. Have yet to find a useful time to do it, but Bob may hve a need for this. USE - Object: This usually allows you to give somebody something, except when you use "rope". This is how to tie up prisoners. USE - Object - Object or location This allow you to use something on something (Like Use-Key-door to unlock a door, or Use-IBC Card-ATM to get money.) USE - Money - Person Never underestimate the value of a good bribe! Just watch your money... --- DISK I/O (the disc, remember 5.25"): This is used to save or load a game. You can save up to 10. You can also quit (and whil you may wish to do so, quitters never win.) --- HELP (the question mark): This will sometimes give you help. More often then not, it doesn't. --- MOVE (the sneaker): This will bring up a compass so you can choose where to go. Sometimes clicking on a place will work too (like the monorail, the door to the bookstore or either museum security room.) There is also a B in the center which can be used to go back by 1 screen. --------------------------------------------------- IX. FAQ/NOTES --------------------------------------------------- These are notes that I have compiled, regarding the two lists below. They are mostly my suggestions. 1) ITEMS: I rarely tell you to grab an item unless I am sure they will be there and are needed. For getting items, check the item list. To beat the game you need to have used the Antenna and the Microwave Tracker to find the hideout, you need the Code Book to regain the satellite the rope to catch the bad guys and you need teh IBC Gold Card to get in. (At least the ones I have played.) 2) MAP: This game turns you all around. I suggest you get a map, since in every scene you face a different directions. I have posted three. Check the site where you found this FAQ 3) MONEY: I will not tell you to get money, get it whenever you can/want/need to/whatever. You are never robbed (at least not without your knowing) so don’t worry. You will need it for bribes, and you will need money to refuel the jet. See the note about the jet since he could take lotx of money if you don't. 4) NUMBERS: when I include a number in square brackets (like [4]) check that paragaph of the story. There is something significant.) 5) PASSES: With the exception of the Eurail/Metro pass (which are used for three vehicles), it is usually best to drop them after getting off a vehicle. (i.e.: You will not meed the Eurail pass in Seattle so drop them after getting off near in Paris/Germany on the plane.) It also prevents ‘losing’ them and you will need them when you get back on. 7) SAVE: Save when you want to or need to. Saving often is usually a good idea too. You have 10 slots, which is quite bit for old of a game. 8) TALK: When you finish doing everything else, talk to EVERYONE. Clues can come from anywhere, especially if you have spent money on thier business or bribed them. --------------------------------------------------- X. +++ PLACES +++ --------------------------------------------------- NOTES: First off this is not a linear walkthrough that will tell you go to X, do Y. This part of the walkthrough is a list of places and what to do when you get there if you can (like if you have the item or money mentioned). Each location is listed as CITY / SECTION / PLACE / (sometimes SUBPLACE, i.e.: SEATTLE / SOUTHEAST / BOOKSTORE / OUTSIDE, where you start the game. The list is alphabetized. Also if you have a question such as “What does [2] mean?” check the NOTES (STORY) section, part VI. For item questions, check the item section, part XI, immediately after this one. Any section that has nothing listed is rather unremarkable (but some items can be found virtually anywhere) --- MUNICH / MUNICH / BUS STOP: Give Heidi Abromowitz $100. She may give you a clue. MUNICH / MUNICH / HAUPTBAHNHOF STATION: Say wha...? This is the Munich Train station. I suggest you drop the Munich Train Pass here until you leave. MUNICH / MUNICH / HOFFBRAU HAUS / INSIDE: Look at Hans Gartner [4-13]. If you give him $200, he might give you a bottle of Scotch (which you can give to his daughter later). He might just take your money and not even give you a clue. MUNICH / MUNICH / HOFFBRAU HAUS / OUTSIDE: Not much of interest here, just a street scene. MUNICH / MUNICH / HOLIDAY INN / INSIDE: See Sam at the piano. Give him the piano strings and/or money so he will unlock the suites. He may also give you something. Sometimes he will even give you something like the CODE BOOK or CARTRIDGE. [10+] MUNICH / MUNICH / HOLIDAY INN / OUTSIDE: Give the man in the lobby (who you can only see from outside) $500. He may give you a clue. You can also give him a pill from the bootle. This may also make him talk. He gave Alex THE essentai clue, but it cost for $500. MUNICH / MUNICH / HOLIDAY INN / SUITE D: Check the dresser. Check under the bed, maybe you will find the CODE BOOK. Use "Search" and "Examine." We have yet to be able to open the door from this side. See Mysteries. MUNICH / MUNICH / HOLIDAY INN / SUITE G: Search the dresser (USE - GET - Dresser). You might get something good. Usually Suite D is better. MUNICH / MUNICH / INTERBANK MACHINE: See solution. Alex won the game here. MUNICH / MUNICH / MANHOLE STREET: We have yet to find a way to open the manhole, even with Bob. See Spoilers. See Mysteries. MUNICH / MUNICH / USAF BASE / INSIDE: Be sure to open the tool chest using "search". It might be worth your time. Otherwise, nothing here, except [36]. MUNICH / MUNICH / USAF BASE / OUTSIDE: Ever hear the one about the brave military guard near the hanger. If you didn’t, maybe you should read a newspaper sometime... how about try it now? Also it is nice to treat tehe military to free dinner. Didn't one of your items let you do just that? (And after all you don't smoke, so you don't need matches) --- PARIS / CENTRE / LE CENTRE STATION: You can ride the train to the Louvre. (Le Louvre, you don’t need a pass.) Search the plant. PARIS / CENTRE / EIFFEL TOWER / BASE: Look at Michelle Le’Beau. Give her $5 for a ticket to go up. PARIS / CENTRE / EIFFEL TOWER / TOP: Use the large key to unlock the door. See Mysteries. PARIS / CENTRE / EIFFEL TOWER / PARK (VIEW OF LOURVE): Lovely day, isn't it? PARIS / CENTRE / MAISON DE / INSIDE: Buy an IBC T-shirt for 80 francs ($150)(but no need to take it). Buy a military cap for 400 francs (also $150... boy, talk about an unstable economy!) PARIS / CENTRE / MAISON DE / OUTSIDE (SHOPPING DISTRICT): Nothing much here... PARIS / CENTRE / GARE ST-LAZARE STATION: To get on this train you will need the Eurail Pass (Which you should have found by now - See TRAIN, below SEATTLE as there are things to do there.) --- PARIS / LOUVRE / AIRPORT: You can go to Rio or Seattle. Talk to the pilot then get onboard. Pay him if he complains about fuel. Every trip after the first 3 costs $800, but he will take however much you have on you at the time. (In increments of $800. One time I gave him $3,200. He didn't complain for a long time after that). PARIS / LOUVRE / LE PETIT CAFÉ: You can pay 240 francs (which is $50 in today’s economy... See the fashion shop for this discussion...) and get a plate of escargot. He may give you a clue or a trash item if you do. PARIS / LOUVRE / LOUVRE / LE LOUVRE STATION: Use the train to go to the center (Le Centre, you don’t need a pass.) Search the plant. I have found the CODE BOOK here sometimes. PARIS / LOUVRE / LOUVRE / INSIDE: Use the small key on the door. PARIS / LOUVRE / LOUVRE / SECURITY OFFICE: Screen 3 is out. Hmm... [21?], I don’t know. (By the way, this is where the video game tournament will be; this is where Achmed he used to work; a job he lost after be beat his boss' top scroe in space invaders. The secret life of security guards, neh?) Check the cabinet. See below under items: computer. PARIS / LOUVRE / LOUVRE / OUTSIDE: Not much here... --- RIO / BEACH / CLOSER TO MARINA: Search the sand. I have heard that sometimes the rope can be found here. I have found the CODE BOOK here. RIO / BEACH / DRINK STAND: She sells she shells down by the she... she sells she sells... ...she sells shea... oh you know! If you "GIVE" money to the actual box of juice you will get a cup which Sally gratefully takes and drinks. She may give you a clue. You may also have to give Sally money, and she may give you a clue. Don't forget to "search" the sand. RIO / BEACH / MARINA: Nothing of interest, except the yacht at the end. RIO / BEACH / UMBRELLAS: Search the sand. RIO / YACHT / AT WHEEL: Where would you like to go? Too bad. This boat's not going anywhere. RIO / YACHT / INSIDE: Use the large key on the cabinet. Then search it (USE-GET-Cabinet). You will fimd a compyter. But why do you want it? There is a disk error. Maybe if you could get a new disk... see Mysteries. RIO / YACHT / ON DECK: Nothing much... RIO / CITY / AIRPORT: You can go to Paris or Seattle. Talk to the pilot then get onboard. Pay him if he complains about fuel. Every trip after the first 3 costs $800, but he will take however much you have on you at the time. (In increments of $800. One time I gave him $3,200. He didn't complain for a long time after that). RIO / CITY / CASINO / OUTSIDE See Rolf Sando (who worked for Mr. Cantinas [1]. He might take the dice, although this is unlikely. Give him $100. He will give you a chip. He might give you a clue. RIO / CITY / CASINO / ROULETTE ROOM See Marco Cantinas [1]. (Don't give him $400 either, since he never gives you a clue). If you have the poker chip, why not try your hand at roulette. You might win a bundle, like $500. RIO / CITY / CASINO / SLOT ROOM Try to play the token from Rolf on the slot machine. Watch you money around Bill Sando. (Otherwise he might take $400 and give you nothing). But sometimes he give you a clue for free too... RIO / CITY / FOUNTAIN: Search the fountain to find something useless. RIO / CITY / INTERBANK MACHINE: See solution. RIO / CITY / INTERSECTION: Not much here. RIO / CITY / NEAR APARTMENTS: "Search" the base of the plant (right where you can see the dirt.) I have found the rope there. See Mysteries. --- SEATTLE / BREMERTON / MARINA: This boat will take you to southeast Seattle. SEATTLE / BREMERTON / MILITARY BASE / INSIDE: [37]. Also look around to find out what number repair dock this is. (#114) Did you ever get that gold card? SEATTLE / BREMERTON / MILITARY BASE / OUTSIDE: What does help say? Well what else is an overpriced hat for? (Remember use is sometimes USE-GET is to use something.) Also give her the gun (pistol, not that there are bullets in it). She may give you the wallet, the code book, the cartridge, the rope or any other of dozens of useful things. --- SEATTLE / NORTHWEST / AIRPORT: You can go to Paris or Rio. Talk to the pilot then get onboard. Pay him if he complains about fuel. Every trip after the first 3 costs $800, but he will take however much you have on you at the time. (In increments of $800. One time I gave him $3,200. He didn't complain for a long time after that). SEATTLE / NORTHWEST / ALWEG STATION: Look at Angel Gartner [4-5]. Use a quarter on the lockers and the search them with USE-GET-lockers. You may get something. Possibly something good, like the code book. Also if you have the scotch, it is her favorite. Hans Gartner might give it to you at the Hoffbrau Haus. John paid Hans $200 and got it, and when he gave to to Angel she gave him THE essential clue. SEATTLE / NORTHWEST / SPACE NEEDLE / BASE: Look at Josephine. Give her $5 for the ticket. Then give her the book on plumbing. Then talk to her for a possible clue. Then you can go in (via the door on the left). SEATTLE / NORTHWEST / SPACE NEEDLE / ELEVATOR: (“Move - elevator doors” will let you go up. You need a ticket.) SEATTLE / NORTHWEST / SPACE NEEDLE / TOP: Don’t buy a souvenir. It is waste of money and she does not give clues (that I know of). See Mysteries. SEATTLE / NORTHWEST / STREET NEAR BUS STOP: Nothing here. --- SEATTLE / SOUTHEAST / ART MUSEUM / INSIDE: Use the large key on the door. SEATTLE / SOUTHEAST / ART MUSEUM / OUTSIDE: Nothing here. SEATTLE / SOUTHEAST / ART MUSEUM / SECURITY OFFICE: Check the cabinet. Also see Item: computer. SEATTLE / SOUTHEAST / BOOKSTORE / INSIDE: Look at Agatha [4]. Buy a book for $25. Talk to her (afterwards) and she may give you a clue. SEATTLE / SOUTHEAST / BOOKSTORE / OUTSIDE: This is where the game opens. You will always find the pistol here and the IBC card. Take both items. As for other items which may be found here check the item list. Usually it will be useless item unless it is the knife. Although one time (and this was many, many years ago) I think the Code Book was lying right ther at my feet. of oucrser I was so young sat the time I did not know what to do with it, and I gave it to th4e guard at et base, and lost the game. SEATTLE / SOUTHEAST / FARMER’S MARKET / FISH MARKET: You can give Mr. Cousteau the very sharp knife to will find to get the Metro Pass. Buy some smoked salmon for $5. Talk to him and he may give you a clue. SEATTLE / SOUTHEAST / FARMER’S MARKET / OUTSIDE: You can give the panhandler a $100 bill or $300 for some “very special dice.” By the way do you have the time? Examine the clock. It is 1:14. Many poeple ask you the time... SEATTLE / SOUTHEAST / FERRY: This boat will take you to Bremerton. SEATTLE / SOUTHEAST / INTERBANK MACHINE: See solution. SEATTLE / SOUTHEAST / MONORAIL STATION: Roxanne is out of tickets for the monorail, so you will need to find somewhere else to get tickets or a pass. You can try to threaten her with a knife, but it has a much better use... Take the rail to the northwest part of town. SEATTLE / SOUTHEAST / OUTSIDE APARTMENT BUILDING: Look at the door. It has two locks. You can use the large key and the small key to unlock it, but you can’t go inside. See Mysteries. --- TRAIN / TRAIN / BAGGAGE CAR [7] "Examine" the postal bag at least once. "Search" the piles of storage bins at least a few times. Three stacks, two times each I would advise. TRAIN / TRAIN / LOUNGE CAR Look at Moonbeam and Achmed (no not the dead terrorist, the one behind the bar)[12]. Give Achmed 15 marks ($5) for a drink and the Small Key. Unlock the baggage car with it (the small key not the drink. How would you even do that?) Give Achmed the invitation to the video game tournament. He may give you a clue. TRAIN / TRAIN / PASSENGER CAR: Trees. Very nice. Nothing to jump up and down abaout though. --------------------------------------------------- XI. +++ ITEM LIST +++ --------------------------------------------------- Note that many of these item have no location listed or only the most broad of locations. They tend to be somewhere else in every game. If only a town is listed that is where they will be, as far as I can tell. If no where is listed, they can be found and ANY area of the game. I listed a description and significance for each significant item. If no significance is listed it is marked as “Trash.” But hey, you can give trash to nice people... (I like to give things to people since you never know who might spout out a clue.) The hacker I know tells me that this is list is complete. There are 40 items (including UNLOCK1 & UNLOCK2 which are still just shown as the disc.) When you put things down in the game, you will find it where you left it. For instance when I find out where the solution is I leave all the stuff I need to beat the game right there, so I need not carry it. I know it will still be there later. I leave the hat outside the military base. I leave the newspaper outside Radar Base. I leave the Eurail pass right next to the train. I leave the metro pass in Seattle, and so on... --- BILL: DESCRIPTION: $100 Bill SIGNIFICANCE: You can use this to save money to buy the very special dice. You can also give it to Rolf Sando outside te Casino and maybe save money there. --- BOOK: FOUND: $25 at the Bookstore DESCRIPTION: A book on plumbing SIGNIFICANCE: Give this to the Josephine at the Space Needle. She may give you a clue. She may not. --- BOOK OF MATCHES: FOUND: Munich usually. DESCRIPTION: A book of matches SIGNIFICANCE: It says attention military personnel. Present this coupon for a free dinner. Give it the military guard. I don't know why. But he seems to be a heck of a nice guy. Note that ne time I found this IN the Hanger so you don't need to give it to him to enter. See newspoaper. --- BOTTLE OF PILLS: DESCRIPTION: A Bottle of Mickey Finns (K.O. Pills if you don’t know) SIGNIFICANCE: If you give a pills to the desk clerk at the holiday inn, he laughs. I don't know if this make him likelier to give a clue or not. It can't hurt... --- BOTTLE OF SCOTCH: FOUND: $200 at Hoffman Haus (sometimes) Description: Rare scotch SIGNIFICANCE: Give this to Angel Gartner at the Train station. She may give you a clue. She may not. She may have already given you one. This item may not be so forthcoming. He could take your cash and give nothing. --- CARTRIDGE: *See Computer* --- CODE BOOk: DESCRIPTION: [24, 27] SIGNIFICANCE: If you do not know what this is by now, then try and figure out why you are playing this game in the first place. You really should know what this is by now. See solution. --- (I list these 5 together since it gets a bit complex. See below for how to use them.) COMPUTER: COMPUTER: FOUND: In locked cabinet on ship SIGNIFICANCE: Pity it has a disc error. Of course, if you put a disk in it, it might be able to read it, if it has anything on it... COMPUTER: CARTRIDGE: DESCRIPTION: [10] SIGNIFICANCE: You can use it in either museum security room to download the data. You can use to at any interbank machine to get more money (one time. You can go up to about $5000.) COMPUTER: DISC: DESCRIPTION: A computer diskette (5.25") SIGNIFICANCE: The computer (see computer) will read the diskette and find it is empty. Perhapss we should fill it up... COMPUTER:FILES:UNLOCK1 & UNLOCK2: DESCRIPTION: (10). This is 10. You need the cartridge, disc and computer to get these. SIGNIFICANCE: I don't have a clue, but if you go though such loops to get it, and it figurex prominently in the story it must be important. I tried the Boat Slot, the Space Needle slot, and the slot machine has no real slots. I am running out of slots to try... NOTE: Someone tells me that it is used on the Boat Slot, but apperantly not in either of the games I have won. I am thinking it may be used there in Karl's game or maybe Bob's, but I have not yet tried. HOW TO USE THESE: Go to the Museum's (either the Louvre, or Seattle Art) Security Room. "Use" the disc on the computer. "Use" the cartridge on the security console. "Use" the computer on the security console. Repeat at the other museum. The files will be saved to disc. The two together will completely fill it. They are called UNLOCK1 & UNLOCK2 They seem to have no use (see Mysteries) (More will hopefully be added later.) --- DICE: FOUND: $100 Bill or $300 at the Farmer’s Market DESCRIPTION: Some very special dice SIGNIFICANCE: Try to give them to Rolf. He may give you a clue if he takes them. He rarely does. Other then that "Trash." --- DISC: *See Computer* --- ENVELOPE: FOUND: Train's baggage car. Examine the bag at least once. DESCRIPTION: An invitation to a video game tournament. --- EURAIL PASS: FOUND: Paris SIGNIFICANCE: You need this to ride the Eurail (the train from Paris to Munich not the cross-Paris train). --- HAT: FOUND: $200 at Maison De. DESCRIPTION: An imitation military cap. SIGNIFICANCE: This can get you into the sub pen across the bay in Seattle. --- IBC CARD: FOUND: Outside bookstore at the start of game. DESCRIPTION: A interbank silver card. SIGNIFICANCE: This is your expense account. This is the $9,500 that is in your account. TAKE THIS. YOU WILL NEED IT. Use this at any interbank machine to get money from your account. You can get as much as $999 converted to cash at one time, and you may enter any 3 digit code or just random numbers, to access it. (Some security IBC has, isn’t it, losing cartridges, empty security offices, any number can be your PIN at any time...) --- IBC GOLD CARD: FOUND: Search the Wallet. SIGNIFICANCE: See the clue section for the references to gold. They make sense now don’t they? Take the card to an interbank machine. i hope you figured out the PIN by now, but haven't you noticed 114 showing up a heck of a lot. (Sub pen, time on watch, time on clock, etc. Maybe there is a reason for it.... But why is the card empty? Is there a way to fill it up? Or does it have another use...? See solution. --- IBC T-SHIRT: FOUND: $100 at Maison De. DESCRIPTION: An IBC T-Shirt. SIGNIFICANCE: Nonem, except that you cannot get the hat until you have bought this. I have yet to even take it. --- KNIFE: FOUND: Anywhere in the first part of Seattle-- the part with the bookstore and art museum (southeast). DESCRIPTION: A sharp fisherman’s knife. SIGNIFICANCE: You need this to get the Metro pass from the Mr. Cousteau. --- METRO TRANSIT PASS: FOUND: Fish shop worker (Mr. Cousteau), gives you this for a knife DESCRIPTION: This lets you ride the metro rail and the boat. SIGNIFICANCE: You won't get far without it... --- NEWSPAPER: DESCRIPTION: A week old newspaper SIGNIFICANCE: Read it by the USAF hanger guard in Munich and the guard will let you pass. --- PERFUME: DESCRIPTION: A bottle of expensive perfume. “Trash” --- PIANO WIRE: DESCRIPTION: Piano Wire. New in box. SIGNIFICANCE: Give this to Sam in the Munich Holiday Inn. He will appreciate it, and open the door to suites D and G. He may take it. Money sometimes works too. He also gives you an item sometimes. --- POKER CHIP: DESCRIPTION: Poker Chip SIGNIFICANCE: Try your hand at roulette. You could win ‘a bundle’. ($500) --- POSTCARD: DESCRIPTION: A picture postcard SIGNIFICANCE: Read it. It says, “I have acquired the payroll and am proceeding as planned” and it is signed only M.C." Who is MC? Marcia Carlson? Marco Cantinas? See Solution. Regardless, with other items, it is
	 partial evidence of someone attempting to defraud IBC.

---

RECEIPT:
DESCRIPTION: A withdraw receipt showing that high level interbank employee
     withdrew $300,000
SIGNIFICANCE: Evidence.  Although if you carried every piece of evidence you
     would be easily overloaded.  (I like to leave it in the baggage car in 
     the Paris-Munich train myself, but that is me.)
     
---

RING:
DESCRIPTION: Expensive ring
“Trash” but you can give it Sally (sometimes).

---

ROD:
DESCRIPTION: A metal rod
SIGNIFICANCE: “Use” on tracker as an antenna

---

ROPE:
DESCRIPTION: A very strong rope.
SIGNIFICANCE: YOU NEED THIS TO WIN THE GAME.  YOU USE THIS TO CAPTURE THE
     CRIMINALS. To do that the command is Use (pointing figure only) - Rope - 
     Target.

---

ROSES:
DESCRIPTION: A vase of roses. 
“Trash”

---

SKELETON KEY:
DESCRIPTION: A skeleton key.
UNLOCKS: Skeleton keys unlock a lot, like the Seattle Art Museum security 
      office, the locker on the boat in Rio, the room at the top of the Eiffel
      Tower...

---

SMALL KEY:
DESCRIPTION: A Small Key.
UNLOCKS: Baggage Car on Paris-Munich Train, and Louvre Security Office.

---

TICKET:
DESCRIPTION: The Space Needle, and the Eiffel Tower require tickets.  You get
     them at the base of each for a small fee (like $5).
SIGNIFICANCE: You need these to go up.

---

TOKEN:
DESCRIPTION: A small token
SIGNIFICANCE: Try playing slots with it.

---

TRACKER
DESCRIPTION: Microwave tracker
SIGNIFICANCE: YOU NEED THIS TO FIND THE HIDEOUT.  But an antenna would help.

"Use" Antenna (Metal Rod) on Tracker.  Then Use this anywhere you think the 
hideout might be (which is any section of town.)  If it hums for a second then
stops, it is not there, or you did not connect the antenna.  If the needle 
jumps wildly (or if the game say "You don’t know how to use this" rather than
"It hums for a second and stops" for those operative who do not know how it 
works like Karl, the hi-tech elctronic expert), you have found the hideout 
area.  This is where the game will end eventually.  See solution for more 
details.

(More may be added later.  TBD.)

---

UNLOCK1 & UNLOCK2
*See Computer*

---

QUARTER:
DESCRIPTION: A quarter
SIGNIFICANCE: Use one to open the lockers at the Northwest Alwag Station
     (Monorail in Seattle).  The search them.  You may even get the CODE BOOK.
	 Othewise it is "Trash"  Every time you use it, it show up again which 
	 makes me think it has some other purpose.

---

WATCH:
DESCRIPTION: It's a watch.
Rather then taking it, examine it.  It is 1:14.  Otherwise "Trash"

---

WALLET:
DESCRIPTION: While some wallets are worth a nice chunk of change, some are
trash. But what is in the wallet?  USE-GET to "search" it.

---

WIG:
DESCRIPTION: A woman’s wig
“Trash”

---

TRASH LIST: (Work in progress)
These items have no apparent use.

IBC T-SHIRT
PERFUME
RING?
ROSES
WATCH?
WIG

---------------------------------------------------
XII. CLUES
---------------------------------------------------
You get these throughout the game.  I don’t think you need them except for the
one listed under essential.  I alphabetized them.

NOT TOO USEFUL:
"A skull and crossbones is the key."
     When they said skeleton key I never though they meant a real skeleton
"Check out the living quarters."
     Well, if you insist-y...  That must be suites D and G.  But wouldn't we
     anyway?
"I heard something about a double locker"
     Well we checked the lockers didn't we?
"My friend stayed in the next room but vanished suddenly."
     Well, if the room next door was room D maybe she went through the door?
"One of them loves trees."
     Um, okay...  Check the trees in Rio?  How about the two in Paris?
"One of them went to the top for some fresh air."
     Eiffel Tower, the Space Needle, the game has plenty of place that have a 
	 high top.
"Sally says "thanks" and takes your drink."
     We have both gotten this by now by giving her a drink.
“Someone got a ticket outside the hideout.”
     Probably the Eiffel Tower or the Space Needle in this scenario, the two
     main places you need to buy tickets for.  Of course the base is not 
     there.
"Take a gamble."
     Anyone up for a trip to Rio?	
“The guard outside is very convincing.”
     Well, yeah, it kinda is.
“The hideout is in the center of the city.”
     Or should that be La Centre...
"The hideout's an eye-full"
     Really?
“The view from the hideout is terrific.”
     Most of the places I have tracked it to don;t have nice view.  I have 
	 never actually foudn it in the Eiffel Tower, Space Needle, or even 
	 Hoffbrau Haus.
"Their boss is a real womanizer"
     A real womanizer, or a real woman?
"There is a large fencing operation nearby."
     This may or may not be a clue, but I am inclined to think it is.  But
     what type of fence?  There is more then one meaning to this word.
"There's a coverup involved."
     Yeah, I bet.
"They are near the water”
     Over 75% of the world is covered in water.  Could you be a bit more
     specific?  
“They're in the older part of the city”
     But, which city?
“Try the slot.”
     Which one? This game has more then enough slots. The one on the ship, or 
     at the space needle, or the one in the casino...  Or all or none?
"You don't understand how to operate the transmitter controls."
     I have seen this.  Karl, Bob and others get this message if they try to 
	 use the tracker, but only if they ARE in the right area.  Others may too.

USEFUL:
“The credit card is the key to success.”
	Interesting.  I always thought it was the reward for success...
“Gold is worth more then silver.” 
	Your IBC card is silver.  Can you get a gold one...  Check the item list!
“Good credit opens many doors.”
	Good credit, or good credit cards... [22]
“Use the Microwave Tracker.”
	Well, duh!
“Use what you find in the locker.”
	Good advice, for sure.

ESSENTIAL:
"The time to open the hideout is now." or "The time to open the entrance is 
now." 
	 You might not be able to win without getting this clue.  More reaserach 
	 is required.
     
CLUES IN THE CODE THAT I NEVER HAVE GOTTEN IN PLAY:
A hacker tells me he found these codes too, but never got them in play:
Luck is not with you, you just lost a bundle.
     I like Jackie (the lucky one) and Jon (twice the man 007 is) who never
     lose as something like gambling.
Use a burglar's pass key.
     One of the credit cards.

I have included other codes that were hacked in the solution section, as they 
are all spoilers.
     
---------------------------------------------------
XIII. *****SOLUTION*****
---------------------------------------------------

- - - SPOILER ALERT!!! - THIS SECTION CONTAIN SPOILERS- - - - - - - - - - - - 

Okey.  We have been successful a few time and unsuccessful many so here is the
step-by-step solution as we have done it.

1)  Play as Jackie/Alex.
     If the manual is to be believed "the game an be won by any characters" 
     although they most likely all win differently.  We tried this with 
     John and it did not work so we used the luck factor that Jackie has.  
     This section may one day be expanded upon by adding how others can (or
     can't) win.  I have it on good authorty that Bob can win.
2)  Find the CODE BOOK
     I include many place to try to find it.
3)  Find the ROPE
     This is usually at the beach or the plants in Rio/Prais (the 
	 Centre-Louvre train station), but you could also try the security offices
	 looking for it.  In that case you need the keys too :
	    The large one is in in the Slot Machine in Rio (use Rolf's token.)
		The small one is gotten form achmen on the Train from Paris-Munich.)
4a) Find the MICROWAVE TRACKER
     Usually not all that hard.
4b) Find the ANTENNA
     Ditto.
4c) USE THE MICROWAVE TRACKER
     Just like the clue, use "Antenna" on "Tracker" and use it in Rio, 
     Seattle, Paris and Munich.  If you play with someone other than Jackie or 
	 Alex you may get "YOU DON'T UNDERSTAND HOW TO OPERATE THE TRANSMITTER 
     CONTROLS."  I have seen this.  Karl or others gets this message if they
     try to use the tracker, but only if they are in the right area.
     (Otherwise it says it just hums and stops.)  Others may get it too.
5)  Find the WALLET
     Try giving the Navy Guard the pistol, try giving Sam the piano wire, and 
     try searching D and G.  Check the museum security offices.  But 
     Wherever it is find it.
6)  Get the GOLD CARD
     Search the wallet and take the gold card.
7)  Get a clue!  (No really, get a CLUE.  In fact, get lots.)
     (Unknown if this is required, but we think so.) 
     Specifically get "The time to open the hideout is now." or "The time to 
     open the entrance is now." You could get others if you think it might 
	 help.
		7a) The lcoation of this clue may be random, but I have no verfied it.
		7b) Alex gave $500 to the Johann the desk clerk at the Hoidlay Inn in Munich.
		7c) John gave $200 to Has in Munich, and got a bottle of rare scocth.
		He gave it to nagel in Seattle who gave him the clue.
8)  X-FACTOR
     There may be another factor to winning we don't know.
9)  Get ready.
     Make sure you have the Code Book, Rope and Gold Card.  And make sure you 
     know what city the base is in.
10) Stand outside
     Stand outside the base.  How do you do this?  So glad you asked.  Find 
     that cities interbank machine.  So far that is always where I have found 
	 the solution to be.  I would advise you to save since the room may well 
	 be very glitchy.  If you try to use the code book but miss the computer
	 by a bit the game will crash.  If you try to talk to anyone in the 
	 hideout, the game will crash.  If you do anything other the the two 
	 actions (step 13 and 14) the game may well crash.
11) Use the PIN code for the Gold card
     If you somehow do not yet know the PIN code by now, try 114.
12) Did it let you in?
     If it says something to the effect of "Account empty" goto step 7 (sorry
     about that).  If it says that the "Secret door opened", then proceed.
13) Regain control of the satellite first.
     "Use" code book on the computer terminal to your right.
14) Capture the bad guys
     "Use" the rope on the woman.  Note this woman may look famnilar.  If you 
     use look it won't tell you who it is (and talk seems to crah the program)
     but it is very similar to the photo of the woman in the openeing scene of
     the game, one Maria Carlson (I cannot give a paragarph reference since 
     she is everywhere in the story.  It appears she is the one who stole the
	 satellite, but if you read between the lines teh story, you alreday knew
	 that.)
15) Win
      "YOU HAVE MANAGED TO CAPTURE THE ENTIRE GANG AND RECOVER THE EXPENSIVE 
      SATELLITE. VERY IMPRESSIVE WORK!" Congratulations if you have gotten 
      this far.  What is your score?  (it's below your name.)
     (I hope to include how that is calculated in the future.)

Others:
Karl: Have not won yet
Bob: Have not won yet
Jackie: Won with in 2013 (A secret room at the IBC machine in Rio)
John: Won with in 7/2017 (A secret room at the IBC machine in Seattle)
Alex: Won with in 7/2017 (A secret room at the IBC machine in Germany)
Mick: Have not tried
Alan: Have not tried

---------------------------------------------------
XIV. SPOILERS
---------------------------------------------------

- - - SPOILER ALERT!!! - THIS SECTION CONTAIN SPOILERS- - - - - - - - - - - - 

(Man, do I hope you did not need that warning.  What makes you think a 
section named spoilers, might, I don't know... contain spoilers?)

My hacker friend has found the follwing code include in the game, but we have
never or rarely gotten them.

Using information from the book, you successfully free the satellite from the 
Computer's control
     See solution
He starts acting strangely and leads you into a hidden room
     We never saw this one.
She starts laughing and takes you into another room.
     We never saw ths one.
Would you like to play again?   (YES)      or       (NO) 
     We have both seen this by now.  YES restarts, and NO kicks you into OS9.
You have successfully recovered the satellite, but the entire gang has 
Escaped.  Your mission is over.
     I did see this one day when I used save statew, and went in without the
	 Rope.
You have captured the crooks, unfortunately the ring leader has escaped, and 
the satellite has gone out of control and crashed into the ocean. Your mission
is over.
     As above, this is when you use the rope on other bad guys not the woman
	 in front, and you do not have or do not use the Code Book.
You have regained control of the satellite and have captured all but the
ringleader. Your mission is over.
     Maybe this happens if you try to tie up another one
You have captured the entire gang, however, you did not regain control of the 
30 million dollar satellite which has crashed and burned in the middle of an
empty desert. Your mission has ended.
     This happens if you tie them up but did not regain control of the 
	 satellite first. 
You have managed to capture the entire gang and recover the expensive
satellite. Very impressive work!
     (Best Ending, the one you shoud get if the solution wokred for you.)
     
Other codes we have not unlocked:
"A Small Panel Quietly Slides Open"
     On the Yacht, maybe?
"The lid falls off and you fall"
     Down a manhole maybe?
"The door flies open and you fall into the next room"
     Unknown.
"A secret door opens and you enter into a hidden room"
     Unknown.

---------------------------------------------------
XV. MYSTERIES
---------------------------------------------------
These are questions we have not yet answered.

For each of these we want to know:
1) Can you get in?
2) How
3) By whom
4) What we will find.

All areas: Apartments
     (In Seattle, both keys will unlock)
Munich: Holiday Inn: Suite D: Door
Munich: Manhole
Paris: Eiffel Tower: Top: Room 
     (Large key will unlock)
Rio: Yacht: Inside
Seattle: Space Needle: Top: Room
And finally: What do the file UNLOCK1 & UNLOCK2 do?

Most of these I have been told are solutions for player other the two I have 
beaten the game with.  More research is required and will be inlcuded in 
further/future versions of this guide.

---------------------------------------------------
XVI. ALLOWANCES
---------------------------------------------------

This guide has been posted to GameFAQS, and is to be used exclusively on their
site for now, and on personal PCs, for enthusiasts of this game.  I may add it
other sites later (or on individual requests), and if I do so, I will update
this section.

---------------------------------------------------
XVII. LEGAL
---------------------------------------------------

I hold a Bachelor’s Degree in English, with a major concentration in Creative
Writing, therefore, I takeeverything I write to be sacred.  Do not plagiarize
this guide (or anything else I, or anyone else, has written.)

I also hold a Master's Degree in Library and Information Sciences, so if you
make references to this guide, give credit where credit is due.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

---------------------------------------------------
XVIII. CONTACT
---------------------------------------------------

You can contact me at my university email.  It is jahall3@mail.usf.edu.  The
mail is checked every few days, and I check the spam filter every time.  If
this does not work (although it should unless gmail ceases to exist) this 
guide wil be udated. You can also Skype me as teigeryan.

IF YOU CAN HELP THIS FILE TELL ME!  If I have made any mistakes let me know.  
If you have comments, let me know, suggestions for improvement, ditto, 
questions I will be glad to answer of I can, even adding an FAQ if I think it
is warranted at some future date.

---------------------------------------------------
XIX. CREDITS
---------------------------------------------------

*I would like to thank me, because I am just such a great guy for putting this
     together (j/k)
*I would like to thank Tandy for making such a great game.
*I would like to thank hundreds of un-named sites where the game can be found.
*I would like to thank the makers of MESS for making at least one CoCo2 
     emulator that works.
*I would like to thank GameFAQS for making a site where I can get this
     information out there.
*I would like to send my gratitude out to Nick Basargekar, and John G., D.F.,
     and (on GameFAQS) qball146 .  Their help was essential.
*I would like to additionally thank D.F. especially since he was the first one
     in the hideout and we collectively were the first people either of us 
	 knew to ever beat the game.
* Finally D.F. is also the video game hacker (I only hack gameboy and play
     station games.  And NES/SNES game now too).
*I would like to thank dozens of other people, organizations and entities, but
     seeing as they have nothing whatsoever to do with this guide, I have
     dedicated my novels, novellas, and epic book series' to them.