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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
-
- 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!
-