332 lines
14 KiB
Plaintext
332 lines
14 KiB
Plaintext
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MURDER ON THE ZINDERNEUF
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The time: 1936
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The place: 500 feet over the Atlantic Ocean
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The setting: The luxury dirigible ZINDERNEUF
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The circumstances: Sixteen passengers were aboard the Zinderneuf when the giant
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airship left London. Twelve hours out of New York, only fifteen remain.
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The crime: Murder
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The victim: Anyone
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The suspects: The fifteen passengers still alive
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The detective: YOU
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The solution: ????
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The Game:
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MURDER ON THE ZINDERNEUF has all of the elements of a classic mystery:plot,
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counterplot, clues, red herrings, a host of suspicious characters with secrets
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to hide, and, naturally, a famous detective to sort things out: you. To solve
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the crime and expose the murderer, you can follow (shadow) suspects, search
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rooms for clues, and interrogate passengers in whatever style you wish, from
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soft and seductive to hard and mean.
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In only twelve game hours(36 real minutes)you must unravel the web of passion
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and deceit entangling the suspects, solve the mystery, and gather enough
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evidence to force the murderer to confess. The New Zork police can't detain all
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of the passengers. If you fail, the killer may go free - and your reputation
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,as a detective, will suffer accordingly.
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To start, pick the detective whose identity you wish to assume for the game.
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Your choice will determine how quickly you will find clues, how explicit the
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clues may be and how(and how well) you interrogate suspects.
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Having adopted your new role, you will be transported to the dining room of
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the Zinderneuf, and the identity of the missing person will be revealed. Then
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in the immortal words of Conan Doyle," The game's afoot!"
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Following People:
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You may roam freely throughout the passenger section. Noticing which room
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people go into is important.
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Clues:
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To search enter a cabin, and walk around. After a while you may find a clue, or
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"YOU FIND NOTHING." Clues may be very general like "A BROWN HAIR", or specific
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like "A CLASS RING ENGRAVED WITH SOMEONES INITIALS." It may be helpful to look
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at the layout and color schemes of the cabins, and read the passenger section.
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Some clues may turn out to be the occupants, or irrelevant.(They didn't say it
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would be easy to solve) You can search a room with a passenger in it, but if
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they touch you, the search starts over again. Anytime(except during an interr
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ogation) you can review all clues you've found so far.
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Motive clue:
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Each case has one bit of special evidence. This clue suggest why a murder was
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comitted, as well as who did it. You can only find a motive clue after you have
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found a clue in the same room, no passengers in the room, and after a few inter
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rogations. Look in rooms connected to the murder,the killers room, the victim,
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and anybody related to either.
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Interrogations:
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Most of the information about the murder will come from talking to the suspects
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To start an interview, bump into whoever you want to talk to. This gives you
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three choices: Questions, Ignore, and Accuse Suspect.
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Approaches. If you pick Question, you will be presented with five approaches
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simulating casual conversation, body language, tone of voice, and general
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manner. Each detective has a different set of options. Each suspect will
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respond differently depending on who you are, and your approach. The subject's
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response determines both quantity and quality of your answers. You are allowed
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up to three questions. You pick which of the sixteen passengers to discuss.
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Responses vary in usefullness though. "WE WEREN'T ACQUAINTED" helps a hell of
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a lot, while "HE WAS A BLACKMAILER" should be noteworthy. The better the
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approach, the better the response. Ultimately, you may get the answer"GET LOST"
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You can change who you are asking about, but not your approach. The interview
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is over when the suspect walks away, and you are offered no more questions.
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You may not talk to that person until you either find a clue, or talk to
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someone else first.
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Ignoring Passengers:
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If you are following a good suspect, and smebody bumbs into you, you may wish
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to ignore him instead of taking the time to interrogate him. There are problems
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with this option(of course). If you ignore someone, he ignores you, until
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after you interrogate someone else, or find a clue. If you do this a few times
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no one will want to talk to you. Ignored passengers can still stop your search
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in rooms.
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Accusations:
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Once you think you know the murderer, you may accuse him or her. If you can
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find him that is. If you are correct, AND if he thinks you have enough evidence
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he will confess to his evil deeds. If you are wrong, or lack evidence, you will
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be unable to talk to that passenger again during the game. This also lowers
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your rating at the end.
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Final Accusation:
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If all else fails, in New Zork, you can tell the police who you suspect. If
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they find evidence, the criminal will confess, and your reputation will be
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salvaged, somewhat. If you are wrong, damage to your reputation is the least of
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your worries. Do not be tempted into wild accusations.
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The Verdict:
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As soon as you make a valid accusation, you will learn who killed the victim,
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and why. You will be given a rating based on your performance. Speed, amount of
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evidence,number of false accusations all add up, and of course, solving the
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case. Some cases will be harder than others, but there is always ctrl-reset!
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Hints:
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1. Start in the victims room. Anybody in there might be connected. Ask them
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about the victim for starters.
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2. Some people know more than others. The only way to find out who, is ask.
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3. Pay attention to the way people talk about one another. First names,etc.
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4. Use common sense and some imagination. Remember which approaches work.
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5. If you find nothing in a room the first time, don't look again. When someone
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tells you they don't know, forget it, but if they tell you to get lost,try it.
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6. Don't be hasty to accuse. Don't use the final accuse, unless you only have
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one or two people in mind.
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7. Don't worry about obscure references from the suspects. It is not important.
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8. If you are really confused, QUIT before the game has run out.
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Map:
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******************** ********************* *******************
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*Veronica * *Marle Roget * *Aldo Sandini
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*
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*Blond Brown Hair,Glasses Black Hair
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*
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*Pink Carpet Lavender Carpet Smokes
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*
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*Gold Piece * *Pink Piece * *Green Carpet
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*
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* * * * *Blue Piece
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*
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***** ****** ********* ********* ********************
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*
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*Buck Battle * *Antoni Peste * *Stephie Hart Wilson
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*
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*Blonde * Black Hair *Red Hair
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*
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*Green Carpet Gold Carpet Pink Carpet
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*
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*Gold Piece *Black Piece * red Piece
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*
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******************** ********************* ********************
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******************** ********************
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******************** ********************
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*********************************** **********************************
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*Margaret Vandergilt * *Jeremiah Falmuth
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*
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*Brown Hair,Glasses Red Hair
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*
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*Smokes,Cigarette Holder gold Carpet
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*
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*Lavender Carpet * *White Piece
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*
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*Violet Piece * *
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*
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***** ******************** ********************* ****
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*
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*Vincent Van Wente * *Natalia Berenski
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*
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*Brown Hair,Smokes * *Black Hair
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*
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*Cigarette Holder Lavender Carpet
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*
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*Gold Carpet Blue Piece
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*
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*Green Piece * *
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*
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****************************** ******************************
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*
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* * *
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*
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* * *
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*
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*Felicity Sucrose ******************** Oswald Stonemann
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*
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*Blonde *Hester Prymme * Bald,Cigars
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*
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*Pink Carpet * Brown Hair,Glasses *Reading Glasses
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*
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*Pink Piece * Gold Carpet *Green Carpet
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*
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** * *Brown Piece * *Green Piece
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*
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******************** ******************** ************** *
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*
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*Rod London * *Phillip Wollcraft * *Sally Rose
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*
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*Black Hair *Brown Hair,Glasses* Blonde
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*
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*English Cigarettes Lavender Carpet Smokes
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*
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*Green Carpet * Light blue Piece *Pink Carpet
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*
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*Dark Blue Piece * * * *Orange Piece
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*
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******************** ******************** ********************
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*
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Lounge
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The Detectives:
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Harry Hacksaw:
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Released from the police force when a kidnapper died under "intense interrogat-
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ion"-but only after revealing the location of the victim. "HARD HARRy" relies
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on gut instincts and a personal code of honor that nothing can bend. He does
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not like brainy investigations.
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Chief Inspector Emile Klutzeau:
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His success has long baffled not merely the criminal elements in France, but
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his superiors in Surete, most notably Commisiner Wetfuss. His epic struggles,
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strenous training with his houseboy and valet Kongo, trenchcoat, and trademark
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Gallic mustache have combined to make Klutzeau a legend in his own time(if not
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his country.
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Miss Agatha Marbles:
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This spinster sleuth is the leading exponent of the so-called "secondhand
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solution." A keen student of human nature, she relies almost exclusively on
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gossip for evidence. She is tall,thin, and frail. The elderly Miss travels
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rarely, except through the generosity of her nephew, novelist Chandler East.
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Humboldt Hause:
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He claims to be the first scientific detective. The son of German immigrants
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and a resident of London, he is the foremost authority on dirt,tobacco,and
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similiar material. A piece of carpet speaks volumes to him.Hause's moosetalker
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hat,pipe, and accordian are almost as well known as his deductive powers.
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Lieutenant Cincinnato:
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Well known for his rumpled trenchcoat and battered Model A Ford and his
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outstanding record as a crimestopper. His apologetic manner and unkempt
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appearance conceal dogged persistance, a sharp eye for detail,and a concern for
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minor discrepancies that borders on obsession.
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Charity Flaire:
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Aided by the mind of a general, the will of a gladiator, and the body of an
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exotic dancer, Charity Flaire, a war orphan of uncertain parentage, built the
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Web, the largest smuggling network in post-war Europe. since her 'retirement'in
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1933 with a fortune, Miss Flaire's hobbies have included crime prevention and
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counter-espionage for her Majesty's government.
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Achille Merlot:
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The famous Swiss(not French) detective, a London resident s~ince the war,
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indulges his passion for method and order by solving crimes no one else could
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possibly solve. Merlot concentrates on method as opposed to mere clues. His
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ridiculous appearance, and comic vanity - the short, pear shaped silhouette,
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preposterous mustache, and cane-give him a harmless air he finds useful in
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getting people to talk in interrogations.
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Jethro Knight:
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Also known as "the Angel" for his saintly behavior, but regarded by certain
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cops in England as a rogue himself, is more often described-by women, at least
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-as a "handsome devil." Possesed of a rugged physique and a con man's charm,
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the Angel does not hesitate to cut corners in his ceaseless struggle with those
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he terms 'the ungodly.'
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Detective Ratings:
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Each detective has a personalized best and worst rating. In between, there are
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six general ratings that apply to all.
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Super Sleuth
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Ace Detective
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Expert Criminologist
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Trained Investigator
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Glorified Gumshoe
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Feeble Flatfoot
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The Suspects:
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The following are condensed versions of the original text.
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Veronica Marlowe:
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Hollywood actor,long blonde hair,out of work, married Buck Battle to get
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leading role.
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Francis "Buck" Battle:
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Big Olympic medalist,married Veronica after knowing her less than 24 hours.Won
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three medals in swimming.
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Margaret Vandergilt:
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Author of gossip column.Many enemies.Patron of Vincent Wente, and mother of
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Felicity.Once divorced,twice widowed. Brown hair,glasses,smokes
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Vincent Van Wente:
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French modern artist, good looking,met Margaret, and then sucessful. smokes
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Felicity sucrose:
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18 year old innocent,blonde,surrounded by suitors,but none have gotten lucky
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Rod London:
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Rich, but likes life of fortune,dark, good looking, strong,smokes English cigs
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Sally Queen:
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Former fan dancer,arrested for lewd conduct,smokes,married to stonemann.
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Oswald Stonemann:
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immigrant,built empire of industy,horses,and munitions,45, bald,overwieght
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smokes havana cigars, glasses for reading
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Natalia Berenski:
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ward of Jeremiah, rumor that her parents are Russian,ballerina,? on religousnes
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slender, black hair,18.
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Reverend Jeriamiah Folmuth:
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fought voodoo in bayous,born again type, tax evasion, 42 red head
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Stephie Hart Wilson:
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Rich,red hair, studied in Tibet,climbed Andes,good shot with gun,pilot,no lover
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Aldo Santini:
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stage magician,ventriloquist,schitzo,medium for rich widows,chain smoker,
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Marie Roget:
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sucessful fashion designer,sensitive,mild, ruthless with competition,36,glasses
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Anton Peste:
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married to Mariewears dark suits,hungarian,polite,reclusive,50,striking looks
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Hester Prymme:
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librarian,won trip as contest, but no one knows about it existing, glasses,
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shy, but moments of animation, keeps to herself,(Scarlet Letter?)
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Phillip Wollcraft:
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Bostonian,investigates standing stones,druidic circles,at night cries out in
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a foreign tongue. glasses,brown hair,specialized in primitive cultures.
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That's it for Zinderneuf docs, Good luck
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