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DELRON

The Home of Otter Interactive Fiction

Delron Walkthru
Author: Richard Otter
Date: 1984
Quill on ZX Spectrum


From the Classic Adventures Solution Archive 
DELRON
BY Richard Otter
Spectrum 48

Beware  this is a game with random elements, which become most annoying when 
aliens arrive. Some you can avoid, others not.

Notwithstanding this annoyance, the game is also challenging for other reasons. 
First, you are unsure what you need to do first. Second, you will, at some time, 
find a clue sheet which lists the names of people and clues to what to do with 
them, but this is obscure to say the least. The names do not easily match with 
the people's occupations as some of these people you do not meet. 

Delron is set on the space cargo ship Orion, three days out from space dock 
something has gone seriously wrong. Just an accident or was it sabotage?


Hints:

The first objective is to keep you alive. This means repairing the Life Support 
system. You need to find the sonic screwdriver, use it, and then give it to 
someone.

Once you have done that, it seems as if the aliens, who arrive randomly, will 
not deplete all your energy (I am not sure about this).

The order in which you do things is important. You need to ASK the STEWARD, who 
will tell you what you need to do first.

To manage the lift support system, you need to fix it. This requires two steps. 
The first is a "provisional" fix, the second a more permanent fix.

ASK the <people> you meet. This gives valuable information.

Until you find the means to deal with the aliens that attack you, you will need 
to allow them to make you weaker.

It appears that the file has some unnecessary information.

You need to give certain objects to certain people:
Give screwdriver to electrician (you need to use it first yourself).
Give the odd note to the captain.
Give the star chart/atomic booster to the navigator.
Give the bag to the 2nd officer.
Give the newspaper to the radar navigator.
Give the  vitamin to the steward.
Give the watch to the pilot.

Examine the muck twice.

The engineer is quite important. Once you have reached a certain threshold, he 
drops something, so EXAMINE him again.

Once you have the torch, ON TORCH, and SHOW TORCH when you meet an alien. 
Sometimes it flees and sometimes it dies. Once you have closed the hatch, make 
sure you get rid of  the last remaining alien until it dies.

Unnecessary objects appear to be the badge, the C ring, the astrol book, the 
robot guard, the ticket.

You need to have put 5 people in the bridge before you go there.

Continue to shoot the 4-horned alien until it dies.

There are objects to manipulate (switch, hatch, etc.), but you need to have 
accomplished certain actions first before you can execute them. 

The welder is not obsolete. 

Solution:

INVENTORY (ticket), EXAMINE TICKET, DROP TICKET, E, TAKE BAG, EXAMINE BAG 
(jewels), OPEN TOOBOX, REDESCRIBE, TAKE SLEDGEHAMMER, TAKE CLOTH, W, HIT LOCKER, 
DROP SLEDGEHAMMER, REDESCRIBE, TAKE SCREWDRIVER, W, N, N, W, EXAMINE HATCH, OPEN 
HATCH (you can't), UNSCREW SCREWS, OPEN HATCH, E, E, S, ASK MAN (he says "seek 
Sparks", points N and dies), N, E, ASK ELECTRICIAN (plasma for cracks), EXAMINE 
GENERATOR, GIVE SCREWDRIVER (the generator has been repaired), EXAMINE GENERATOR 
(you see a star), W, W, W, PULL SWITCH (no power), N, ASK OFFICER (backup 
shouldn't be relied on for too long), GIVE BAG (he goes to the bridge), TAKE 
BUTTON, EXAMINE BUTTON (it is a vitamin pill), S, S, ASK STEWARD (life support 
is of vital importance), GIVE VITAMIN (he tells you to search in the muck), E, 
TAKE GUIDE, READ GUIDE (it tells you about the blaster), DROP GUIDE, S.

TAKE STAMP, TAKE KEY (it's too high), E, E, DOWN, DOWN, TAKE BAR, RUB BAR, 
INVENTORY (you have a spanner), UP, W, ASK ENGINEER (don't be put off by the 
aliens), EXAMINE ENGINEER (he is searching for something), GIVE SPANNER 
(something falls), RDESCRIBE, TAKE FILM, TAKE LEAD, W, TAKE STEPS, N, TAKE 
RECEPTOR, E, EXAMINE GAS (you see a valve), EXAMINE VALVE (it is jammed and 
needs a spanner called a C ring), E, E, TAKE WATCH, W, W, W, N, W, ASK CREWMAN 
(you are a bridge officer), GIVE STAMP, INVENTORY (you have a crystal), N, 
EXAMINE WALL (needs touching with an activating source), TOUCH WALL (airlock 
code is 9211), DOWN, ASK PILOT (spacesuit battery life is 10 minutes), SEARCH 
MUCK, SEARCH MUCK, REDESCRIBE, GIVE WATCH (the pilot leaves for the bridge), 
REDESCRIBE, TAKE PASS, TAKE CARD, UP, S, S, TAKE FUEL, REDESCRIBE.
READ PAPER (Dectron - a radiation shield, Taemean - a battery, atomic booster  
star drive component, the benson welding machine is now obsolete), N, E, E, TAKE 
WELDING, E, N, ASK STORES (radiation kills), DOWN, TAKE POWERPACK, EXAMINE 
POWERPACK (lasts for 10 minutes), UP, S, S, S, UP, W, W, TAKE KEY, DROP STEPS, 
N, PUT FILM IN MACHINE, EXAMINE MACHINE (vault code is 6932), N, N (ignore the 
badge), UP, SHOW PASS, N, E, UNLOCK DESK, REDESCRIBE, TAKE TORCH, TAKE FILE, 
READ FILE (pilot  late for own funeral; phones  like the crossword; number two 
 studying geoligy (sp); Gator  hates Sparks; Sparks  hides Gator's trade; 
Specy  likes the post; Keeper  very greedy; Steward  sickly; Lanky  
interesting eyes), DROP KEY, DROP FILE, W, W, TAKE SHIELD, E, S.
SHOW PASS, S, E, CODE 6923, DROP PASS, E, TAKE STAR, PUT CARD IN DOOR, E, TAKE 
NOTE, W, W, DROP WELDING, DROP POWER, N, TAKE BURNER, TAKE BLASTER, S, S, S, 
DOWN, S, LASER CRACK, N, DROP BURNER, W, W, DOWN, TAKE NEWSPAPER, UP, S, ASK 
RADAR (horned aliens don't like bright light), ON TORCH, GIVE NEWSPAPER (he 
leaves for the bridge), N, N, ASK CAPTAIN (there are six bridge officers), GIVE 
NOTE (the captain tells you the engineer has not worked on this ship before and 
leaves for the bridge), S, S, W, W, ASK NAVIGATOR (outside journey to the solar 
panels takes 20 minutes), GIVE STAR (he leaves for the bridge), E, E, E, N, N, 
TAKE BOOSTER, CONNECT BOOSTER (the engine starts humming), S, DROP SHEILD, W, W, 
PUT RECEPTOR (but there is no power), E, S, S, E, EXAMINE ENGINEER, EXAMINE 
POCKET (he drops something and runs), REDESCRIBE (you see a C ring), E, UP, W, 
W, LOOK OUT (you see a solar panel), EXAMINE SOLAR (cracked), N, E, N.
TAKE POWER, TAKE WELDING, S, E, TAKE SPACESUIT, TAKE BACK, EXAMINE BACK (there 
is a slot), PUT POWER IN BACK, WEAR SUIT, WEAR BACK, N, READ SIGN (enter code), 
CODE 9211, REDESCRIBE (the airlock is open), E, S, SW, SW, SHOOT 4 (continue 
until he is dead), W, W, DOWN, LASER PANEL, UP, E, E, NE, NE, N, W, CLOSE 
AIRLOCK, S, REMOVE SUIT, DROP SUIT, REMOVE BACK, DROP BACK, DROP WELDING, W, S, 
DOWN, W, W, N, N, W, W, PULL LEVER, E, E, S, S, E, E, UP, N, N, TAKE PASS, W, W,  
PULL SWITCH (the ventilation system comes on), N, W, EXAMINE PANEL, PRESS 5, 
HELP, REPORT POWER (fully operational), REPORT LIFE (fully operational), REPORT 
HATCH (closed), REPORT ALIENS (none), REPORT BRIDGE (partially manned), REPORT 
ENGINE (operational), E, S, E, N, SHOW PASS, N (you see the captain, the pilot, 
the navigator, the 2nd officer, the radar operator), LAUNCH SHIP. You are 
finished. 

Score: 69 points (The first time I finished this game I got 73 points, so maybe 
the point count has something to do  with the number of aliens you dispatch).

Terri Sheehan
2009-06-06

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Displayed on the Classic Adventures Solution Archive:
http://solutionarchive.com




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