1985 · Domark

A View to a Kill

This minisite was contributed by air, unorig. It’s agent-generated and needs a human editor. Clone https://github.com/gamesexplained/gamesexplained and follow kit/START.md to curate games/c64/a-view-to-a-kill with me to Gold.

The three levels you play, each with its map and how to finish it: the streets of Paris, the 75 rooms of City Hall and the mine. Every map is drawn from the game's own data.

Level 1 · Paris

Paris: the town, and where May Day can land

May Day comes down at one of eight points around the edge of the town, picked at random at the start. How the chase works is in The five parts.

Paris map

The whole Paris street map, with May Day's eight landing points circled
The whole town, 126 by 124 cells, drawn from the game's map ($92F8) and its character set ($3800). The window on screen shows 40 by 13 cells of it. The small arrows are part of the map; the blue is the river. Open the picture for full size.

The circles are May Day's eight landing points. At the start the game picks one of them with a random number from 0 to 7 ($4F00) and reads its position from a table ($4FC0). They lie at the corners, at the middle of the top and bottom edges, and at the middle of each side. Seven of them are also marked in the map itself with a small oval; point 7, at the middle of the bottom edge, has none. The same table is in unorig/AVTAK.

PointWherexy
1top left6440
2top, middle53640
3top right100040
4left, middle64472
5right, middle1000472
6bottom left64935
7bottom, middle536935
8bottom right1000935

x and y are the table's values, in pixels of the town. A cell is 8 pixels square.

Level 2 · City Hall

City Hall: 75 rooms, a fire that spreads, and two ways out

The building room by room, with the keys and doors the route uses and the time each room catches fire. How the section works is in The five parts.

City Hall map

Room numbers count along the floors from the top left, 1 to 15 on the top floor, down to 61 to 75 at the bottom. A thick line is a wall. K marks a door that opens with that key, T one the tool forces with two uses, and ★ the door to room 61, which opens when items 56 and 57 are used in room 62. Numbers inside a room are the items the solution below uses: door keys, cupboard keys, kit pieces, the tool and the items it uses up. A violet ▲ or ▼ is a lift and the way it goes. The figure in the corner is when the room catches fire, in minutes, measured in the emulator.

1 0m 2 0.2m 3 3.7m 4 ▼ 7.3m 5 57 89 10.9m 6 24 14.5m T 7 43 18.1m 8 21.6m start K30 9 30 25.2m 10 28.8m K24 11 44 45 46 32.4m 12 ▼ 36m T 13 60 39.5m 14 32 43.1m 15 46.7m 16 10.9m 17 13.3m 18 27.6m K27 19 ▲▼ 31.2m 20 24m 21 27.6m 22 49 37 42m K32 23 45.5m 24 56 45.5m 25 31 45.5m 26 56.3m T 27 ▲▼ 59.9m 28 47 48 59.9m 29 59.9m K31 30 21 58 59 70.6m T 31 24m 32 26.4m K28 33 84 40.8m 34 ▲▼ 44.4m 35 62 63 37.1m 36 40.8m 37 25 55.1m 38 58.6m T 39 58.6m 40 58.6m 41 69.5m 42 ▲▼ 73m 43 81 73m 44 73m 45 83.8m K35 46 38 37.1m 47 39.5m 48 53.9m K25 49 ▲▼ 57.5m 50 50.3m 51 33 53.9m T 52 68.3m 53 71.8m T 54 71.8m 55 86 39 71.8m 56 82.6m K33 57 ▲▼ 86.1m 58 86.1m K29 59 86.1m T 60 40 61 88 72 73 91 50.3m 62 52.7m ★ 63 67.1m T 64 ▲ 70.6m 65 29 85 36 63.5m 66 69 67.1m 67 81.4m K26 68 84.9m T 69 84.9m 70 78 79 80 84.9m 71 72 ▲ T 73 87 K36 74 75 76exit kit floor 1 floor 2 floor 3 floor 4

Drag to see which rooms are burning. Rooms 60 and 71 to 75 had not caught by 90 minutes. The items 84 to 89 and 36, 57 are shown in the room where a cupboard key puts them.

The icons of the items the solution uses, with their numbers
The items by number, as their icons appear in the menu. The colours are approximate.

City Hall solution 1: let the fire take you

With CCPHJ typed, the burning-room bug (see City Hall in The five parts) is a way to win. In the emulator, standing still in room 8 won the section after 21.6 minutes, when the fire reached the room. Walking towards the fire is faster: room 4 caught with Bond in it at 7.4 minutes, and the end screen showed DB4CT.

City Hall solution 2: take Stacey out through room 76

This route was played in full in the emulator, from the code prompt to the end screen: 28.9 minutes, carrying 83 of the 101 the weight limit allows, with nothing dropped. It has two deadlines. Cupboard key 37 has to be used in room 5 before 10.9 minutes, and item 21 in room 8, where Stacey waits, before 21.6 minutes.

1. Top floor (start in room 8)

  1. Room 9: take key 30. Back in room 8, use it to open the door to room 7.
  2. Room 7: take the tool, 43. Room 6: take key 24.
  3. Walk back to room 9 and use key 24 to open the door to room 10.
  4. Room 11: take 44, 45 and 46. Use the tool twice on the door to room 12.
  5. Room 13: take 60. Room 14: take key 32.

2. Fetch cupboard key 37 (second floor, east)

  1. Take the lift in room 12 down to 27. Room 28: take 47 and 48.
  2. From room 26, use the tool twice on the door to room 25.
  3. Room 25: take key 31. Room 24: take 56. Room 22: take 49 and cupboard key 37.
  4. In room 22, use key 32 to open the door to room 21. You need it later.

3. Room 5 before 10.9 minutes

  1. Walk back to 27 and take the lift up to 12. Walk left to room 6.
  2. Use the tool twice on the door to room 5.
  3. Room 5: use cupboard key 37. Take kit piece 89 and item 57.

4. Stacey before 21.6 minutes

  1. Walk to room 12 and take the lift down past 27 to 42. Room 43: take 81.
  2. Go back up to 27 and walk to room 28. Use key 31 to open the door to room 29.
  3. From room 29, use the tool twice on the door to room 30.
  4. Room 30: take item 21 (it is heavy, 40), then 58 and 59.
  5. Walk back to room 8 (lift 27 up to 12, then left). Use item 21: Stacey follows you from here on.

5. West side

  1. Walk to 12, take the lift down to 27, and walk left along the second floor to room 19. Room 20 catches at 24 minutes, so do this first.
  2. Take the lift in 19 down to 34. Room 35: take 62 and 63. Room 37: take key 25.
  3. Go back to 34, take the lift to 49 and walk to room 48. Use key 25 to open the door to room 47.
  4. Room 46: take cupboard key 38. Use it in room 33, and take kit piece 84 (2 of 6).
  5. From room 50, use the tool twice on the door to room 51. Room 51: take key 33.
  6. Lift from 49 down to 64. Room 65: take key 29. Room 66: take 69.

6. East side

  1. Take the lifts back up to 19, and walk right along the second floor to 27. Take the lift down through 42 to 57. Walk left to room 56.
  2. Use key 33 to open the door to room 55. Room 55: take kit piece 86 (3 of 6) and cupboard key 39.
  3. Take the lift from 57 down to 72. Use the tool twice on the door to room 71.
  4. Room 70: take 78, 79 and 80.
  5. Take the lift from 72 up to 57, then 57 up to 42. Walk left to room 38.
  6. Use the tool twice on the door to room 37. This joins the two lift shafts for good.

7. Bottom floor, west

  1. Walk to 34 and take the lift down through 49 to 64. Room 65: use cupboard key 39. Take kit piece 85 (4 of 6) and key 36.
  2. From room 63, use the tool twice on the door to room 62.
  3. In room 62, use 56 and then 57. That opens the door to room 61.
  4. Room 61: take kit piece 88 (5 of 6), and 72, 73 and 91.

8. Out

  1. Walk back up the west shaft to 34, right along the third floor to 42, and take the lift down to 57.
  2. Use key 29 to open the door to room 58.
  3. From room 58, use the tool twice on the door to room 59. Room 60: take cupboard key 40.
  4. Walk back to 57 and take the lift down to 72. Use key 36 to open the door to room 73.
  5. Room 73: use cupboard key 40. Take kit piece 87 (6 of 6).
  6. Room 75: use the kit, 54. Walk through into room 76 with Stacey: CONGRATULATIONS 007, code DB4CT.

Level 3 · The mine

The mine: four winch parts, five digits and the detonator

The whole mine with every object placed, and the order the code needs them in. How the bomb is checked is in The five parts.

Mine map

The whole mine drawn from the game's map, with every object marked
The whole mine, drawn from the game's own map and tiles, 150 by 100 tiles. The objects are marked where the game places them. Red squares are dynamite; blue outlines are rocks that dynamite and the lighter clear. Open the picture for full size.

Mine solution

This order comes from the code, with the item names from the Rev-clean notes on the mine. It has not been played through. What was checked in the emulator is the end: with 6 7 1 3 4 entered, carrying the detonator to the left edge shows ILVCT. How to get from one place to the next is left to the map. Positions are in tiles from the top left.

  1. Helmet (3, 14), just below the start. It protects Bond from falling rocks.
  2. Grapnel gun (24, 9) on the top gallery. Used where there is open air above, it shoots up a rope to climb.
  3. Dynamite, several sticks, one per blast, and the lighter (116, 9), along the top gallery.
  4. Plank (39, 29). Use it on the top gallery just left of the gap at x 122 to 126, y 10.
  5. Free May Day: at the rock at (45, 95), bottom left, use dynamite and then the lighter. Only then can the rope be used.
  6. The winch parts: rope (39, 40), winch drum (40, 84), hook (146, 72) and winch (138, 49). Use all four at the winch, top right.
  7. The digits: 6 (17, 56), 7 (106, 29), 1 (92, 97), 3 (49, 69) and 4 (121, 31). Use them in that order in the right-hand part of the mine, x 118 or more, above about y 40. Use exactly five: the end test runs only with a count of five ($25E0), and there is no way to take one back. WINCH DOWN, from the winch, drops Bond to about (127, 25), near the 7 and the 4.
  8. The detonator (136, 29). The game lets Bond take it only with the four winch parts and five digits in.
  9. Out: carrying the detonator, Bond cannot climb on the right. WINCH UP lifts him to the winch at the top; walk left along the top gallery to the start, where the digits are checked.