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CUTTHROATS-sol
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1978-11-16
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CUTTHROATS
IN TOWN
Cutthroats contains two shipwrecks to explore but the beginning for each is
almost exactly the same. I have noted the differences. When the story actually
starts you have just woken up after a bizarre night to find a note on your
floor. Get up, take the note and read it. You should also wind your watch at
this time or it will stop soon. You have plenty of time to make it to the
shanty by 8:30. Opening your dresser reveals your room key and passbook as well
as the Shipwreck book from Helvin. The shipwreck book is in your game package
so you don't need to carry it around, in fact it's best not to. The only thing
you need now is your room key. Take it and head for the Shanty. Make sure you
lock the door behind you.
THE SHANTY
The Shanty is located on the east end of the Wharf Road. On your way you will
pass the Weasel. You may want to follow him to see what he's up to but it is
not necessary. When you get to the Shanty sit down with Johnny Red, order
breakfast and water, eat and drink, and wait for Johnny to let you know what he
wants. Say YES you are interested when he asks.
THE LIGHTHOUSE
Get up and head back to your room. Get your passbook, you'll need it later and
it will save time to get it now. Again remember to lock your door. Then go to
the lighthouse and wait for the others. The lighthouse is at the end of the
winding road that starts SW of the Wharf Road.
***WARNING*** about the passbook: If McGinty sees you while you are carrying
it, he will follow you and spoil the adventure. AVOID him while you have it.
Johnny Red will show you one of two items: either a dinner plate or a gold
coin. The dinner plate is from the S.S. Leviathan and the gold coin is from the
Sao Vera. Johnny will tell you to withdraw $500 and meet him at Point Lookout.
Your business here is done so head for the bank.
THE BANK
The bank is just north of the eastern most segment of the Shore Road. Head
there immediately but keep an eye out for McGinty. If you see him headed
towards you, get out of his way. When you get to the bank, withdraw $500. An
examination of your passbook will give you today's date (9/19) necessary for
figuring out High Tide. Once you have the money, go straight back to your room
and put away your passbook. Remember to avoid McGinty and lock your door behind
you. Then head for Point Lookout to meet Johnny.
POINT LOOKOUT/OUTFITTERS
When Johnny arrives he will ask to see the money. You'll have to show it to
him as he's not a trusting soul. He'll ask you if the wreck is more than 200'.
Say NO if for the Leviathan and YES for the Sao Vera. Then follow him to
Outfitters. McGinty will be at Outfitters when you arrive, if you're not
carrying your passbook he will leave so just wait him out. If you are carrying
the passbook, you will have to restart or restore to a previous position as the
adventure is now ruined. Johnny will order most of the supplies and then take
off. He'll let you know how much you have to contribute. Pay the salesman the
proper amount (GIVE SALESMAN $xxx), and then order your equipment.
For the Leviathan you will need:
Compressor (rental)
Shark Repellent
Electro Magnet
C Battery
Putty
Flashlight
For the Sao Vera you will need:
Dry cell
Shark repellent
Flashlight
You won't need to be on board ship till about 1:30 pm. so....
SMELLING OUT A RAT
It is now time to do a little sleuthing (there is a traitor amongst you, but
you have to catch him properly). Head for the Shanty. By this time you'll be
getting thirsty so order some water or a drink while there. Johnny Red, Pete
the Rat and the Weasel will all be there. Just wait and eventually the Weasel
will take off. Follow him. He will go to the Ferry landing, meet with McGinty
and then take off on the Ferry. Don't worry about following the
Weasel...instead follow McGinty to his office. Enter the office and examine the
envelope on his desk. You can't do anything about it here so leave and go into
the back alley behind McGinty's. There is a window there you can look through.
Wait until McGinty leaves, then open the window and enter the office. Take the
envelope and leave.
You now have proof that the Weasel is a traitor, but the timing of when you
reveal this is very important. It's now time to head for the boat. If you're
dealing with the S.S. Leviathan you'll need to go to your room first and get
your scuba gear. The gear is in your closet.
ON BOARD
The layout for both ships is the same. If you're doing the S.S. Leviathan,
board the Night Wind. If you're doing the Sao Vera, board the Mary Margaret.
Head for the Crew's Quarters and put the envelope under the bunk. You need to
hide this information till the proper time. Then go fore into the Storage
Locker and wait for the supplies to be delivered.
On the Night Wind you will find a drill. When the supplies arrive, open the
panel in the drill and put in the C battery. Remember to close the panel. You
will also need to fill your tank with the air compressor.
On the Mary Margaret you will find a machine that is a location box/metal
detector. The closer it comes to metal the faster it clicks. When the supplies
arrive, open the compartment and put the dry cell in the compartment and close
it.
Now return to the Crew's Quarters and wait. Johnny Red will come and ask you
for the longitude and latitude. Don't tell him about the Weasel yet.
The S.S. Leviathan is at Latitude 25, Longitude 25 and the Sao Vera is at
Latitude 40, Longitude 45.
Now sit down on the bunk and relax. Eventually you will fall asleep and be
woken by Johnny Red when you arrive. Now is the time to reveal the traitor.
Take the envelope and go find Johnny in the Captain's Cabin. Show the envelope
to Johnny and he'll take care of the rest. Go to the Galley and eat some stew
(it's good and tasty) and drink some water. You are now ready to prepare for
the dive.
S.S. LEVIATHAN
Head for the Storage Locker and get your gear. This will include:
Wet Suit
Flippers
Electro Magnet
Mask
Tank (make sure it's filled)
Drill
Putty
Flashlight
Shark Repellent
Head for the aft deck. Put on the wet suit, flippers, tank, and mask. Turn on
your flashlight and dive. Head down. When you see a shark coming towards you
open the repellent. Continue down to the wreck. You'll land on the top deck. Go
straight down to below decks. Head aft. Open the aft door (make sure the magnet
is OFF first) and go aft. You'll be in a room with mines. The only one you need
to worry about is the loose one. Put the magnet on the mine. Turn on the
magnet. Put the magnet on the deck. This will get the mine out of your way and
you can go up.
There is a tight squeeze aft, so take off your tank and then go aft and aft
again. This will bring you to a room with a safe. To open the safe, turn on the
drill and drill the lock then immediately turn off the drill. You'll need it
later and it doesn't last long.
Inside the safe you'll find a case with stamps. The case is cracked and water
is getting in but don't try to fix it now. Take the case and go back to the
room above the mine room. Put your tank back on and go down. Then head fore and
then up. This will put you in an airlock room and you can fix the case. "Turn
on the drill" and "drill the crack with the drill." (NOTE: Put both these
commands on the same line as the drill will run out almost immediately. You
have no fudge time on this!) The new hole will let the water drain out. Then
put putty in the crack and the case will be air tight. You can now head back to
the ship and success!
SAO VERA
Head for the Storage Locker and get your gear. This will include:
Deep Diving Suit
Machine
Flashlight
Shark Repellent
Go to the aft deck. Put on the suit. Connect the air hose (from the
compressor) to the suit. Turn on the compressor. Turn on the flashlight and
Dive. Start descending. When you see the shark, open the repellent.
Keep descending to the wreck. Go down to the next deck from the spot you land
on. Turn on the machine and observe the clicking. Head aft. Take a pike from
this room and head aft. Ignore the cask for now and head aft again. There are
bunks blocking the doorway aft and you'll need to move and secure them. Move
the bunk with the pike, then put the pike under the bunk. This will hold it up
out of your way and keep it there. Head aft again and then down.
You are now below decks. Head fore into the room with the squid. The squid
will not bother you as long as you leave it alone and don't stay in this room
for more than one turn. Head fore again.
This room contains an oak chest. Your box should be clicking wildly now. Head
fore again into the room with skeletons. An examination of the skeletons will
reveal a scabbord. The scabbord contains a sword take it. Head fore again. This
time you'll find a maple chest and the box will be clicking slowly. Push the
maple chest aft to the room with the oak chest. Push the oak chest port to the
ocean floor, and wait for the orange line. When it swings in, tie it to the oak
chest and give it a tug. The chest will begin to be hauled up.
(NOTE: If by some bizarre chance the box clicks rapidly when next to the maple
chest instead of the oak, then push the maple chest out to be hauled up.)
You've got the treasure out...now you have to get yourself out. Push the
remaining chest aft and aft again past the squid. Stand on the chest and you'll
be able to go up to the middle deck. Go fore to the room with the cask. Push
the cask fore to the foremost room. There is a rope tied around the mast. Stand
on the cask and cut the rope with the sword. You'll have to drop the sword and
possibly the box to be able to climb up the rope.
Go up and ascend to the ship...a very rich diver!