"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""

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   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
===============================================================================

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