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- SUSPECT
- Part 1
- The problems that arise in solving SUSPECT involve an array of
- costumed and peripatetic guests, a somewhat lackadaisical
- detective, and numerous red herrings, all of which play hell
- with the timing of the game.
- The characters traipse about constantly, and in Ashcroft Manor,
- this is more than simply disconcerting. Every person in the game
- seems to be involved in some way, however obscure. Ask anyone
- about anyone or anything else, and motives magically become
- grains of sand: plentiful. You can spend a lot of time showing
- evidence to certain individuals, or you can spend a lot of time
- conversing with the characters. In both cases, timing suffers,
- at least early on when it is most important.
- Sergeant Duffy is his usual self: dedicated to his job and his
- superior. (He also has a grip of iron.) The detective, however,
- is another matter. He moves around, checking this and that and
- searching here and there. (He also spends a great amount of time
- "weighing evidence.") Since the murder weapon flings suspicion
- on you right away, something has to be done to divert him. There
- is only one way to do this (although you'll remain a suspect),
- and that is to give him whatever you find. Certain clues *must*
- be turned over to him or you'll be in the slammer before
- Halloween Night ends. And the party starts promptly at 9:00 p.m.
- You'll be unable to make an arrest if the detective doesn't
- have the evidence. The problem with this is that he doesn't seem
- to make much of an effort. Not only do you have to give him a
- clue you find, but in some cases, you have to tell him what to
- do with it!
- All this influences the timing. You *can* make the game last
- until 9:00 a.m. simply by giving the detective the clues
- necessary to keep him off your back. However, even if you've
- managed to keep him and Duffy at bay while you show evidence to
- the guests, events which have to do with timing will have been
- lost, as well as what you would have uncovered had you witnessed
- the event. It is also wise to remember that Sergeant Duffy has
- wraithlike qualities; once he has you in his grip, the evidence
- you then try to give him may or may not be accepted and passed
- along to the detective.
- False trails abound, timing is critical, and there are far too
- many suspicious characters to consider. What I've done in this
- walkthru, then, is deal strictly with the persons and events
- which solve the crime.
- The clock has struck nine and it's time to begin! We will pay
- attention to only one conspicuous event in the ballroom. There
- are more subtle factors at work elsewhere.
- Go NORTH. UNLOCK THE FRENCH DOOR. Veronica will spill a drink
- on her fairy costume, throw the glass on the ballroom floor, and
- stalk off to repair the damage. Go EAST to the Patio. Make note
- of the rain. It is a downpour. Go SOUTH twice, and you'll reach
- the Circular Driveway. The rain is now just a drizzle. Go NO%8H
- to the Front Porch. It should be 9:15 p.m. WAIT. At 9:19 p.m.,
- Alicia Barron will arrive and greet you. According to her, she
- parked her car behind the horse barn, then walked around to the
- Front Porch. During this several-minute interval, the rain was
- but a drizzle. So why is her overcoat soaking wet? WAIT. Smythe
- (the butler) will open the door and lead you into the Entry
- Hall.
- Go WEST to the Morning Room and NORTH to the Hall At Office. A
- random factor in the game puts either Richard, Veronica's sullen
- brother, or Linda, Richard's spacey wife, in the vicinity.
- Ignore either or both of them and go NORTH into the Farm Office.
- The Farm Office is the scene of the crime. Veronica is dead,
- strangled with your lariat, which you grew tired of toting
- around and hung in the coat closet. Resist your initial urge to
- search for clues or hide Veronica's body. CALL THE POLICE. You
- should do this at or before 9:30 p.m., in order to keep the
- timing straight. (There is a different timing method that can be
- used to accomplish what must be done here, but it leads to a
- wild goose chase for some nonexistent keys.)
- LOOK IN THE BASKET. TAKE THE BUSINESS CARD (there is a
- duplicate in the game package). EXAMINE THE MANILA FOLDER. There
- you will find an unsigned agreement between Sam Ostmann and
- Veronica Ashcroft concerning the purchase and sale of Ashcroft
- Manor. TAKE THE SALES AGREEMENT. READ THE CARD. TAKE THE FAIRY
- MASK THEN EXAMINE IT. The fairy mask covers the entire head of
- whoever is wearing it. LOOK INSIDE THE FAIRY MASK. You will find
- a dark hair. COMPARE THE DARK HAIR TO VERONICA'S HAIR. They
- don't match. Now, WAIT FOR THE POLICE. (If you want to do more
- searching in the office, feel free.) The police (including the
- omnipresent Sergeant Duffy) will arrive at 10:10 p.m.
- GIVE THE AGREEMENT TO THE DETECTIVE and GIVE THE BUSINESS CARD
- TO THE DETECTIVE. From these items, he will divine a suspect and
- a motive. GIVE THE FAIRY MASK TO THE DETECTIVE. He will wonder
- aloud about the value of the mask, so say DETECTIVE, LOOK INSIDE
- THE FAIRY MASK. He will see the discrepancy, but just to be safe
- tell him to COMPARE THE DARK HAIR TO VERONICA'S HAIR. These
- three clues (fairy mask/dark hair, business card, and sales
- agreement) will keep Duffy and the detective out of your way. Of
- course, you could get in their way.
- WAIT. Michael Wellman, Veronica's husband, Colonel Marston,
- confident administrator of Ashcroft Trust, and William Cochrane,
- boozy owner of King's Point Realty, will crowd into the office.
- It should be 10:17. Timing is now of prime importance: A chain of
- events is about
- to transpire. We will have to move from one end of Ashcroft
- Manor to the other, and we will have to do it fast.
- Part 2 After Michael leaves the Farm Office, Go NORTH to the Covered
- Walkway. Go WEST into the Garage. HIDE BEHIND THE MERCEDES.
- WAIT. Michael will stop here. It should be 10:26. Keep WAITing,
- and Michael will open the trunk of the BMW, do something which
- you'll be unable to see, then close the trunk. When Michael
- shuts the trunk, go EAST. This will startle him, but it won't
- get you out of the Garage, so go EAST a second time. (Had you
- waited around until Michael left, you'd have missed at least one
- of the following events.)
- From the Covered Walkway, go SOUTHWEST to the Farm Office,
- SOUTH to the Hall At Corner, SOUTH to the Morning Room, EAST the
- Entry Hall, and EAST into the Library. HIDE BEHIND THE VICTORIAN
- CHAIR. WAIT. Keep WAITing until Colonel Marston stops here. It
- should be 10:52. Keep WAITing until Michael arrives at 10:56.
- Michael will give Marston a piece of paper, which the Colonel
- will read avidly. Both men will grin then head off to the north.
- Waste no time now, the chase is afoot! Go NORTH three times
- then go EAST. You will be at the South Entrance. You'll see
- Marston make an odd movement while he warms his hands at the
- Fireplace. Go EAST to the Fireplace. TAKE THE PAPER. Got it just
- in time! It should be 11:04.
- We can slow things down now. In fact, we *must* slow them down.
- The detective will not go where we need him until the guests are
- gone and only the suspects remain, sometime after 1:00 a.m. We
- still have more evidence to get. Before we go any further,
- though, let's speak with the guests. Marston should be here (at
- the Fireplace), so ASK MARSTON ABOUT THE TRUST. ASK MICHAEL
- ABOUT MARSTON. (If Michael has walked off, WAIT until he comes
- back to the Fireplace.) They get along well, don't they?
- There will time later to chat with the other guests. For now,
- let's go back to the Garage, get more evidence, then try to sort
- this mess out.
- Part 3
-
- From the Fireplace, go WEST twice then NORTH twice. UNLOCK THE
- GLASS DOOR. Go WEST into the Garden, where you will be greeted,
- with some unfriendliness, by a Doberman Pinscher. WAIT.
- Eventually, the dog will go back to the doghouse. Go SOUTH to
- the Walkway and WEST to the Garage.
- OPEN THE TOOL CHEST. TAKE THE CROWBAR. OPEN THE BMW TRUNK WITH
- THE CROWBAR. TAKE THE TRUST FOLDER. (Since we need to waste sometime,
- CLOSE THE BMW TRUNK, PUT THE CROWBAR IN THE CHEST, and CLOSE THE CHEST.)
- EXAMINE THE TRUST FOLDER. READ THE DOCUMENTS. Contained in the
- documents is a letter from an accounting firm. It seems 20% of
- the Ashcroft Trust has been siphoned off into four poor-risk
- companies. The Southeast Planning Corporation, which is handling
- all this, lists Robert Marston as the executive officer. Reading
- the documents also notes that the last page has been torn off,
- and the corner of the missing page is still under the staple.
- EXAMINE THE PAPER you pulled out of the Fireplace. Aha! A
- corner is missing! READ THE PAPER. It's a list of investors in
- Southeast Planning Corporation. Some list! Marston and Wellman
- each own 50%.
- The business card and the unsigned sales agreement pointed to
- Cochrane, or so the detective thought. The trust documents and
- the list of investors point to Marston and Wellman. And there's
- the unresolved matter of Alicia. Since we can't count on the
- detective to do anything more than wait for us to solve the
- crime, let's head back to the Ballroom.
- Go EAST to the Walkway, NORTH to the Garden, then EAST to Long
- Hall North. SOUTH twice and EAST twice brings us to the
- Fireplace. Marston is here. (So is the detective, "weighing
- evidence.") SHOW THE DOCUMENTS TO MARSTON. He's feeling cheated,
- poor guy. GIVE THE DOCUMENTS TO THE DETECTIVE. He'll want to
- know where you found this important evidence, so by all means
- ignore him. GIVE THE PAPER TO THE DETECTIVE, and he won't care
- where you find anything, so long as you give it to him.
- Now go EAST to the Bar. ASK ALICIA ABOUT VERONICA then ASK
- ALICIA ABOUT MICHAEL. She seems anxious to seal her doom, so
- we'll help her along. Go WEST four times. You will be in the
- East Coat Closet. EXAMINE THE WET OVERCOAT. TAKE THE WET
- OVERCOAT. Go EAST three times, to the Fireplace, and GIVE THE
- WET OVERCOAT TO THE DETECTIVE. He won't know know what to do
- with it now, but we'll tell him later.
- Go EAST then NORTH three times, and you'll be in the Kitchen.
- TAKE THE BASKET. SOUTH three times then WEST to the Fireplace.
- SHOW THE BASKET TO THE DETECTIVE. Again, he'll be baffled, so
- say DETECTIVE, FINGERPRINT THE BROKEN GLASS. He will give the
- order to Sergeant Duffy. The broken glass is the same glass
- Veronica threw on the Ballroom floor many hours ago. WAIT FOR
- DUFFY. Michael and Ostmann and Smythe pace the floor
- continuously, so you will be asked if you want to keep waiting,
- until Duffy actually returns. When he does return, he will hand
- the detective an analysis of the broken glass. The detective
- will read it then give it to you. READ THE GLASS ANALYSIS for a
- real surprise: The fingerprints on the glass are not Veronica
- Ashcroft's! We've got her now! Well, not quite.
- There's one more bit of proof we need to close
- the book on Alicia. Unfortunately, we need the detective for
- this, and he will be occupied until all the guests have
- departed, and only the suspects remain. The last revelers will
- stagger out after 1:00 a.m., after which Marston and Duffy and
- the detective will adjourn to the bar, which is right where we
- want them.
- DETECTIVE, COMPARE THE DARK HAIR TO ALICIA'S HAIR. He will
- notice the similarity. DETECTIVE, ANALYZE THE DARK HAIR. He will
- send Duffy off again. TELL THE DETECTIVE ABOUT THE RAIN. He will
- now know why you gave him the wet overcoat. WAIT FOR DUFFY to
- return. When he does, READing THE HAIR ANALYSIS will show that
- the dark hair had either been pulled out or had fallen out.
- Since Veronica's hair is short and blond, someone else wore her
- costume for a while. If you like, you can show the hair analysis
- to Alicia. She has a good excuse. The detective, however, is
- convinced. DETECTIVE, ARREST MICHAEL AND ALICIA.
- Michael Wellman and Alicia Barron will be handcuffed and carted
- away by Sergeant Duffy. With your testimony, both will be
- convicted of the murder of Veronica Ashcroft. Marston will be
- convicted of embezzlement and grand theft for siphoning fundsfrom the Trust.
- And you will receive a Pulitzer Prize (not to mention movie and
- book club sales) for your syndicated, twelve-part series about
- the sordid and tangled events at Ashcroft Manor. SUSPECT
- is published by Infocom, Inc. This walkthru is copyright (c) 1986
- by The Doctor's Office. All rights reserved.
-