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- CUTTHROATS
-
- Part 1
- 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. Youmay 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.
-
- Part 2
- POINT LOKOUT/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'
- 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 t 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.
-
- Part 3
- 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 seea 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 goaft 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 andwater 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. Thiswill 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 crackand the case will be air tight. You can now head back to the
- ship and success!
-
-
-
- Part 4
- 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 or 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. Pushthe 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!
- CUTTHROATS is copyrighted
- 1984 by Infocom, Inc.
- This walkthru is copyrighted
- 1986 by Lucinda Danner.
- All Rights Reserved.
-