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- SUSPECT
-
- Typed by ??? Edited by PARASITE.
-
-
- 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 NORTH 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). EXAMtnsigned 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.
-
- 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.
-
- 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 some time, 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 funds from 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.
-
- End.
-