2781
JEU -> Aventure
© Infocom (1986)
 
 
 
Suspect
cpc
 
 

SOLUTION

SOLUTION n° 1 : A VERIFIER
A TESTER !!!
- - - - - - - - - - - - - - - - - - - - - - - - - -


SUSPECT
(Infocom)

"Suspect" is a little different from the previous two Infocom mysteries. In
both "Deadline" and "Witness", you were the police, gathering evidence,
questioning suspects, and making the arrest. This time around, however,
you're on the other side of the fence: YOU are the suspect, and the police
are gathering evidence against you, for a crime you didn't commit. The game
is thus a race against time, as you desperately attempt to collect the real
evidence before you're arrested.

The adventure is centered on a critical point; until you realize that
point, you really don't know what you're looking for, and much evidence can
be overlooked or spoiled. The critical point is the fact that Veronica is
murdered before the game begins. That elaborate fairy costume, with its
over-the-head mask, allows someone else to impersonate her, and thus
provide an alibi for the real murderer.

Also, you will notice that this is by far the busiest Infocom ever; people
move around a lot in the game, and you're almost always running into, or
seeing, someone or other. Most of the time, you don't have to worry about
that (I think they just put that that in there to confuse you a little, and
make you waste time following harmless people around).

It is also necessary to collect ever last bit of evidence. Overlook one
thing, and you'll never be able to get a conviction, no matter how sure you
are of who is guilty. So, with all that in mind, let's get started.

So there you are in the plush Ashcroft manor on Halloween night, enjoying a
costume ball being hosted by Veronica Ashcroft, and wondering what sort of
story you can work up for your newspaper. As the game begins, you're
invited to join Michael, dressed as a sheik, and a small group of people.

You might as well go over there, and marvel at the performance given by the
woman in the fairy costume, supposedly, but not really, Veronica. Having
made sure she creates a fuss by spilling a drink on herself, she promptly
leaves. Don't bother following her, you have better things to do. Go East
to the bar, then North to the French Doors.

Unlock the doors, then open them and go East. Wow, it sure is pouring out
there, isn't it? This is one of the crucial points of evidence in the game;
you must note the rainfall now, and again in a little while. In the
meantime, you can drop your costume receipt, pen, and notebook here; they
are merely excess baggage, and you won't need them for anything.

Ok, now it's time to head for the front door, to let in a late arrival who
is on her way. Go West to re-enter the Ballroom, South to the Bar, then
straight West until you reach the Long Hall South. Go South from there to
where the Long Hall Begins, and West again until you come to the Front
Hall.

Now it's South to the Entry Hall. Anytime now, the front doorbell will
ring. When that happens, unlock the front door and open it. Alicia will
come sashaying in. After she does that, step outside South, and observe the
rain. Hmmmmm, looks like it's let up a little, only a drizzle is falling
now.

Having gained your first piece of evidence, you now go get some more, by
heading to the office, where Veronica sits, strangled with your cowboy
lariat. Go North to the Front Hall, West to the Hallway Intersection, South
to the Corner, West, and then North.

And here you are in a very messy office. Whoever did this sure did a good
job! But there's no time to worry about the papers and other items strewn
about. First, get the manila folder from the desk and the fairy mask from
the floor. Look in the waste basket and get the business card. Finally,
unpleasant though it may be, search the body.

Aha! A silver bullet. In fact, it's a bullet from your gunbelt,
thoughtfully placed on the scene as additional evidence against you. Take
the bullet and put it back in your belt. Under no circumstances remove the
rope; if you do that, you will never get a conviction against the real
killer.

Since there is some time yet before the murder is discovered and the police
arrive, you can go pick up another vital piece of evidence, in the kitchen.
Make your way back to Long Hall South, then straight North to the Dining
Room and from there East into the Kitchen.

Here is a trashbasket with the remains of the broken glass that "Veronica"
dropped. Careful now; don't get the glass (or you'll spoil the fingerprints
on it!), get the whole basket (you may feel a bit odd running around with
the trashbasket, but it's necessary!). Now it's time to play hide and
seek.

So, trashbasket in hand, you now make your way to the garage. Go North at
the Hallway Intersection (you should know how to get there by now!), until
you come to the door to the walkway. The door is locked, but fortunately,
being on the inside, you can unlock it, and open the door. Go North onto
the walkway, then West to the garage.

The first thing you notice is a tool chest. Open that, and get the crowbar.
Now you can take a moment to admire the BMW and the Mercedes, but don't
take too long. Someone will be coming soon. So, hide behind the Mercedes
and wait. In fact, you can wait for Michael.

The reason you are waiting is that, while you've been busily collecting
evidence, a carefully-faked argument has taken place in the Ballroom. This
will lead to the discovery of the body by Michael, Colonel Marston, and
Cochrane. And as soon as Michael leaves the office, he will head straight
for the garage (if you've played this part before, you may have been
suspicious of his doing something so odd, but following him won't help you
to find out what he's up to).

And yes, here he comes. From your vantage point, you can see him open the
trunk of the BMW, although what he's doing there isn't clear...yet! Keep
waiting until he leaves (by that time, the police will have arrived), then
open the BMW trunk with the crowbar. Well, look at that, there's a Trust
Folder in the trunk!

Drop the crowbar and get the folder. The next part is crucial, and you have
very little time to spare. You must get back to the Fireplace in the
Ballroom as soon as you can. You have to be there when Marston arrives, or
you'll lose an important piece of evidence.

While you've been breaking into the car trunk, Michael and Marston have
been meeting briefly in the library, where Michael hands over a piece of
paper to Marston. You could hide in the library, and watch the transaction
(instead of first going to the garage and hiding there), but still you have
to go the garage later anyway. Either way, you must get to the Fireplace
quickly.

So high-tail it directly back to the Ballroom. Don't take any time to do
sight-seeing. Once at the Fireplace, just wait. You won't have to wait very
long. Marston will come in, and try to burn something in the Fireplace.
Grab the paper before it's reduced to ashes. Whew! That was a close one.

At this point, you have two ways to go. You can try spooking the guilty
parties, or you can just go about giving your evidence to the detective,
and let it go at that. If you want to try shaking up Michael and Alicia
(you probably guessed that by now), you need to show your evidence to them.
Show everything that concerns Michael to Michael, and everything that
concerns Alicia to Alicia (don't forget the analysis reports later on).
This is tricky, since you must also give the detective some of your
evidence, before he decides to arrest you, so watch your timing if you want
to go about doing this (I won't tell you what happens; try it and see for
yourself).

Speaking of the detective, it's time to go find him and begin presenting
some of the items you've been collecting. He's usually in the vicinty of
the office, checking out the various rooms, after which he heads to the
Ballroom and stays there. You don't want to wait for that, since he'll
probably arrest you for the crime. It's better to go after him, and give
him a few other things to think about.

Once you've located the detective, and he stays in one place long enough,
you can begin to hand over some ofyour little treasures. First, have him
get the glass analyzed for fingerprints (and now, at last, you can drop the
trashbasket!).

While Duffy is on his way to the lab, give the detective the two folders
and the paper. Hey, that sure got him interested, didn't it? However, hang
on to the mask and the card, because it's not yet time for those (by the
way, have you looked inside the mask yet? You'll need to get that hair
analyzed too, and Duffy isn't here to do that).

You still need some more evidence to wrap up the case, so head back once
more to the Ballroom. Along the way, stop off in the East Coat Closet, and
pick up the wet overcoat. A quick glance at the label tells you that it
belongs to Alicia. Hmmmm, suspicious that it's so soaked, and it was only
drizzling when she arrived!

When you get to the Ballroom, locate Cochrane (dressed as an astronaut).
You'll most likely find him at the Bar. Show him the card, and he will give
you some important (verbal) evidence. Now go back to the Fireplace, and
hang out until the detective arrives.

When he does get there, show him the coat. He doesn't seem too impressed,
so tell him about the rain (NOTE: There is a variance among the different
computer versions. Save the game first, and then try: TELL DETECTIVE ABOUT
RAIN. If that doesn't work, restore and try: TELL DETECTIVE ABOUT WEATHER.
One or the other of these should do the trick).

Somewhere along the line, the detective will get the fingerprint analysis
and show it to you (actually, he gives it to you). You aren't surprised to
find that it's not Veronica's prints on the glass. Now, have the dark hair
analyzed (did you ever look at Veronica's hair? She is (or was) a blonde).

While you wait for the hair analysis, give the business card to the
detective (you don't have to tell him about Cochrane). Then just wait again
until the hair analysis comes back. All right, this is the big moment! Tell
the detective to arrest Michael and Alicia.

TA-DA! Your evidence makes an air-tight case, and both Michael and Alicia
will be in prison for a long, long time! For a journalist, you're a pretty
good detective (of course, there was a small incentive involved!).

********************************************************************


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%% %%
%% HOW TO SOLVE: %%
%% %%
%% S U S P E C T %%
%% %%
%% PRESENTED BY: %%
%% %%
%% FRIENDLY MAN AND SGT. PEPPER %%
%% %%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


* NOTE: THESE ARE THE EXACT COMMANDS
NEEDED TO SOLVE INFOCOM'S
MYSTERY THRILLER, "SUSPECT" -
THESE ARE NOT HINTS!


=======================================


COMMANDS ARE ENCLOSED IN QUOTES AND
SHOULD BE TYPED IN EXACTLY AS THEY ARE
SEEN.

DIRECTIONAL MOVEMENTS ARE ENCLOSED IN
BRACKETS.

COMMENTS ARE PRECEDED BY '=>' OR
ENCLOSED IN PARENTHESIS.

SAVING THE GAME FREQUENTLY IS STRONGLY
RECOMMENDED

=======================================

=> YOU BEGIN AT THE BAR IN THE BALLROOM
OF VERONICA ASHCROFT-WELLMAN'S
COUNTRY ESTATE. MICHAEL WELLMAN WILL
NOTICE YOU AND WAVE FOR YOU TO JOIN
HIM AND HIS WIFE... BE ALERT! THINGS
MAY NOT BE AS THEY SEEM!

[W], "EXAMINE VERONICA", "ASK MICHAEL
ABOUT OSTMANN", [W,W] (HERE YOU'LL BE
ENTANGLED IN A 'CONFUSION' WITH THE
BUTLER AND A GUEST. KEEP GOING SOUTH
UNTIL YOU ARRIVE AT THE LIBRARY), [W],
"UNLOCK FRONT DOOR", [S], "EXAMINE
RAIN", "WAIT"

=> AT ABOUT 9:17 OR SO, ALICIA BARRON
WILL COME PUFFING UP TO THE FRONT
DOOR. HER OVERCOAT IS WET. STRANGE.
THE RAIN IS ONLY A LIGHT DRIZZLE...

"ASK ALICIA ABOUT OSTMANN", "ASK ALICIA
ABOUT COCHRANE", "ASK ALICIA ABOUT
MICHAEL"


=> HOW ODD! ALICIA HAS JUST ARRIVED AND
SHE SEEMS TO KNOW WHO IS ATTENDING
THE PARTY AND WHAT THEY'RE WEARING..

[N,N,E,E,N,E,E,NE,N,N], "GET BASKET"
(IF THERE IS NO BROKEN GLASS IN THE
BASKET, WAIT A FEW MOVES AND SMYTHE THE
BUTLER WILL PLACE IT THERE), [S,S,SW,W,
W,W], "GET WET COAT" (AS ABOVE, IF THE
COAT ISN'T HERE, WAIT, AND SMYTHE WILL
HANG IT UP), [E,S,W,W,W,W,S,W,N]

=> GOOD LORD! VERONICA HAS BEEN
MURDERED! AND WITH YOUR LARIAT! NOW
HOW DID THAT GET THERE?

"CALL POLICE", "GET FOLDER", "EXAMINE
WASTE BASKET", "LOOK UNDER BODY", "GET
BULLET", "PUT BULLET IN BELT", "GET
CARD", "GET FAIRY MASK", "READ FOLDER",
"LOOK IN FAIRY MASK", "EXAMINE DARK
HAIR", "EXAMINE VERONICA'S HAIR"

=> IF YOU CHECK YOUR BELT YOU'LL NOTICE
THERE'S A BULLET MISSING.. SOMEONE
IS REALLY DETERMINED TO PIN THE
BLAME ON YOU! AND WHAT ABOUT THE
DARK HAIR FOUND IN VERONICA'S MASK-
VERONICA IS BLONDE! THE CARD IS
WILLIAM COCHRANE'S. (INCLUDED IN THE
"SUSPECT" PACKAGE") THERE IS A NOTE
ON THE BACK OF THE CARD WHICH READS:
"VERONICA- PLEASE CALL ME ASAP.
DON'T DO SOMETHING YOU'LL REGRET.
-- BILL" HMM.. THE PLOT THICKENS...

"WAIT" (UNTIL MICHAEL, MARSTON, AND
COCHRANE ARRIVE), "SHOW FOLDER TO
MARSTON", "SHOW FOLDER TO COCHRANE",
"ASK MICHAEL ABOUT ALICIA"

=> INTERESTING... OBVIOUSLY SOMEONE
WANTED TO PREVENT THE SALE. BUT WHO?

(WHEN MICHAEL LEAVES THE ROOM GO,) [N,
W], "HIDE BEHIND BMW", "WAIT FOR
MICHAEL", "LOOK"

=> AHA! MICHAEL SEEMS TO HAVE SOMETHING
TO HIDE! BUT WHAT IS IT, YOU SAY?
WELL, YOU'LL FIND OUT LATER. RIGHT
NOW YOU HAVE TO PROVE YOUR INNOCENCE
TO THE DETECTIVE...

"GET UP", [E,SW], "SHOW WET COAT TO
DETECTIVE", "TELL DETECTIVE ABOUT
WEATHER", "DETECTIVE, FINGERPRINT
GLASS", [S,S,E,E], "HIDE BEHIND CHAIR",
"WAIT FOR MICHAEL", "GET UP", "ASK
MICHAEL ABOUT VERONICA"

=> HMM.. MICHAEL IS ACTING MORE
SUSPICIOUS BY THE MINUTE... YOU'D
BETTER FOLLOW HE AND MARSTON AND
SEE WHAT HAPPENS...

[N,N,N,E,E], "GET PAPER"

=> NOT SO FAST COLONEL! TRYING TO
DESTROY EVIDENCE, EH? WELL, YOU'LL
BE DEALT WITH IN DUE TIME...

[W,W,S,W,W,W,W,N,N,N,W], "OPEN CHEST",
"DROP ALL BUT PAPER AND MASK AND
FOLDER AND CARD" (KEEP THE GLASS
ANALYSIS TOO IF YOU HAVE IT AT THIS
POINT), "GET CROWBAR", "PRY BMW TRUNK",
"GET TRUST FOLDER", "EXAMINE TRUST
FOLDER", "READ DOCUMENTS", "EXAMINE
PAPER"

=> WELL... IT LOOKS LIKE MICHAEL AND
MARSTON WEREN'T MANAGING THE
ASHCROFT FUNDS VERY WELL... PERHAPS
THEY DIDN'T WANT VERONICA TO
INTERFERE...

[E,S,S,S,E,E,E,E,N,E,E]


=> AT THIS POINT THERE ARE SEVERAL
THINGS YOU SHOULD TRY ON YOUR OWN.
(IT IS DIFFICULT TO PREDICT WHERE
THE CHARACTERS WILL BE, SO I WILL
LEAVE THEM UP TO YOU):

1. SHOW THE MANILA FOLDER TO OSTMANN
2. SHOW THE DARK HAIR TO ALICIA
3. COMPARE THE DESCRIPTION OF VERONICA
AT THE BEGINNING OF THE GAME TO
ALICIA'S DESCRIPTION
4. ASK OSTMANN ABOUT MICHAEL
5. SHOW THE TRUST FOLDER TO MARSTON
6. ASK MARSTON ABOUT VERONICA
7. ASK ALICIA ABOUT VERONICA
8. ASK ALICIA ABOUT MICHAEL

NOW, YOU SHOULD LOCATE THE DETECTIVE
AND RETURN THE GLASS ANALYSIS WHICH HE
SHOULD HAVE GIVEN YOU BY NOW. HE WILL
MOST LIKELY BE BY THE FIREPLACE.

"SHOW MANILA FOLDER TO DETECTIVE",
"SHOW TRUST FOLDER TO DETECTIVE", "SHOW
PAPER TO DETECTIVE", "SHOW CARD TO
DETECTIVE", "DETECTIVE, ANALYZE HAIR",
"WAIT" (UNTIL THE DETECTIVE HANDS YOU
THE ANALYSIS OF THE HAIR FOUND IN THE
MASK), [E], "SHOW HAIR ANALYSIS TO
ALICIA", [W], "GIVE HAIR ANALYSIS TO
DETECTIVE"

=> WELL, IT LOOKS LIKE YOU HAVE A
PRETTY TIGHT CASE AGAINST MICHAEL
AND ALICIA. YOU HAVE ESTABLISHED THE
MOTIVE, MEANS, AND OPPORTUNITY, SO
ONLY ONE THING REMAINS...

"DETECTIVE, ARREST MICHAEL AND ALICIA"


=> WALA! MICHAEL AND ALICIA ARE
CONVICTED OF FIRST DEGREE MURDER AND
LOCKED AWAY. (WHO SAYS THERE'S NO
JUSTICE IN THIS WORLD?) AND EVEN
CROOKED OLD COLONEL MARSTON GETS
NAILED FOR EMBEZZLEMENT...

CONGRATULATIONS! SIT BACK AND ENJOY
YOUR WELL-DESERVED PULITZER PRIZE...

=END=

Suspect (Infocom adventure).

(c) 1992 Erik Futtrup, Denmark (email: futtrup@daimi.aau.dk)
and Twan Lintermans, Holland


The commands are separated by a '-' sign and [] include comment
and tips to understand the solution better! Let's start:

[this is just one way to solve the adventure, which doesn't mean
that this is the only or best way to solve it; once you've solved
it, try asking different questions to the various persons just
for fun]-w-examine veronica-w-w-s-s-s-s-w-w-s-w-look through
window-open curtains-look through window-examine window seat-open
seat-look into seat-e-[the doorbell just rung, so..]-open front
door-examine weather-[The rain has slacked off, it's just a
drizzle now]-n-e-e-n-w-examine wet overcoat-e-e-[now we will ask
some questions; they add to the comprehension of the story, but
are insignificant to the solution itself]-ask ostmann about
himself-ask about michael-[once you've started a conversation
with someone, you don't have to repeat his name every time]-ask
about bill-ask about veronica-ask about marston-ask about
asher-e-e-ask michael about veronica-ask about ostmann-ask about
himself-ask about marston-ask about alicia-ask about richard-ask
about linda-ask about asher-ask marston about himself-ask about
veronica-listen [there is a discussion about horse sales; 9:48
pm]-listen-listen-listen-w-w-w-s-s-s-w-w-n-[this is a short-cut
to get to the office before michael does!]-n-examine basket-take
business card-take manila folder-ask bill about murder-show
business card to bill-n-w-open tool chest-take crowbar-hide
behind bmw-wait for michael-[10:12 pm]-look-stand-ask michael
about murder-e-sw-examine veronica-look under veronica-take
object-examine veronica's hair-s-s-e-e-hide behind chair-read
manila folder-wait for marston-wait for michael-stand-unlock e
door-n-n-n-e-e-take paper-examine paper-read paper-look-e-show
manila folder to ostmann-w-w-w-s-s-s-w-w-n-n-n-w-open bmw's trunk
with crowbar-drop crowbar-take trust folder-read trust
folder-read documents-inventory-e-sw-s-e-n-e-[try to find the
detective now; it's also interesting to 'show trust folder to
marston'; once you have found the detective, go on...]-show paper
to detective-show trust folder to detective-show manila folder to
detective-show business card to detective-w-s-w-n-[you should be
in the office now!]-take fairy mask-look into fairy mask-examine
dark hair-[remember veronica's hair!]-s-s-e-e-n-n-n-w-take wet
overcoat-e-n-n-n-n-e-take basket-s-s-s-w-[go to the detective
again]-detective, fingerprint glass-give dark hair to
detective-show wet overcoat to detective-tell detective about
weather-e-examine alicia's hair-ask alicia about car-w-look-wait
for duffy [type 'y' until he arrives!]-detective, arrest michael
and alicia [this concludes the adventure, but doesn't mean that
this is all: try asking different questions to the various
characters, it's really fun!!].

List of characters: veronica ashcroft [fairy queen; owns the
farm]-jack johnson [bartender and law school student]-samuel
ostmann [vampire; businessman]-michael wellman [sheik; married to
veronica]-bill cochrane [astronaut; businessman, hates ostmann
and drinks too much]-smythe [gorilla suit; loyal butler of the
family]-linda meade [prima ballerina; girlfriend of
richard]-senator asher [harlequin]-colonel marston [african
explorer; controls family trust]-alicia [old schoolfriend of
veronica and of the reporter]-richard [werewolf; brother of
veronica]-reporter [cowboy suit; this is the part you play in the
adventure; when the story starts, you've left your lariat in the
coat closet!]
 


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