MUTINY
Jonathon Scott
Zenobi Software
Spectrum 128
This is an excellent game, with a lot of atmosphere (sometimes
gruesome), a good plot and credible story, well-researched and well-
described. Thoroughly enjoyable, though tricky in places because of the
need to perform certain actions before others. Most of the time you can
figure out what to do from the descriptions of the locations. Part 2 is
far more difficult, longer, than part one, and requires returning to
particular locations. The puzzles are tricky but straightforward once
you have recognized the clues from descriptions and other actions. There
are no major "find the verb" problems, with possibly once exception
which may be difficult for non-native English speakers.
Part 1:
Hints:
EXAMINE frequently and sometimes SEARCH.
Listening helps once you are on the ship.
Check around the Inn before going into the bar.
TALK to <person>, as well as about <someone>.
Sometimes it pays just to WAIT.
The one difficult verb - REVIVE.
Solution:
You are Catchpole, an optimistic, rather trusting, ship's captain, and
have been summoned by your Lord.
INVENTORY (you have a map and clothes), EXAMINE CLOTHES, EXAMINE
BREECHES (two pockets), HELP (try searching for a secret passage and
then you will know when the maid has left the drawing room), EXAMINE
CHIMNEY (you see a tinderbox), EXAMINE TINDERBOX, EXAMINE WALL (hollow),
EXAMINE PIPE, TALK TO LORD (he tells you that Grmes will give you a
pouch which has money to pay the sailors and then he leaves), GET BOX,
PUSH WALL (you create a passage), SW, EXAMINE COOK (inebriated), SEARCH
APRON (you get smelling salts), N, S, REVIVE COOK (she drops the knife),
TAKE KNIFE, EXAMINE KNIFE (blunt), NE, E, EXAMINE THROUGH CURTAINS (you
see the maid go west), S, EXAMINE TABLE (you see a candelabrum), EXAMINE
CANDELABRUM (you see a taper), TAKE TAPER (it's stuck), CUT WAX, TAKE
TAPER, READ MAP (you notice writing), READ WRITING (you can't), W, S
(Grimes gives you the pouch; he adds that you will hear from Sir John
sooner than you expect).
You are in Casterbridge Street and see your house), OPEN DOOR, IN,
EXAMINE SIMON, TALK TO SIMON, SAY SIMON READ WRITING ("arm yourself,
Catchpole, you may need it"), EXAMINE LOUISE, TALK TO LOUISE (she tells
you there is an envelope), EXAMINE BUREAU (you see a drawer and an
envelope), EXAMINE ENVELOPE (addressed to you), TAKE ENVELOPE, OPEN
ENVELOPE, READ LETTER (Nathaniel Sneer is recommended as a first mate
and can be found at the Black Bull Inn, signed Arthur Trelawney Sr),
OPEN DRAWER, PUT TAPER IN DRAWER, PUT POUCH IN DRAWER, PUT TINDERBOX IN
DRAWER, PUT LETTER IN DRAWER, PUT KNIFE IN DRAWER, PUT SALTS IN DRAWER,
CLOSE DRAWER, OUT, E, N, IN, W, EXAMINE PAINTING, UP, NW, KNOCK ON DOOR
(the landlord opens it), SAY LANDLORD SNEER (although you interrupt him,
he leads you down), WAIT, SE, WAIT, D, WAIT, E (the landlord introduces
Sneer who wants another drink).
TALK TO LIZ (she gives you a pint and talks to you), EXAMINE SNEER, TAKE
ALE, GIVE ALE (Sneer asks you to take him to the ship), OUT, S, E, SE
(Sneer wants a particular second mate, Eli Follows, who runs an
apothecary in the marke; he gives you a note), READ NOTE, NW, N (you
hear the Reverend telling Follows to leave), EXAMINE FOLLOWS, GIVE NOTE,
S, W, W, IN, TALK TO WIFE (she suggests visiting the parson), OUT, E, N,
W, EXAMINE CHURCH, IN, EXAMINE REVEREND, PRAY, WAIT, TALK TO REVEREND,
SAY REVEREND FOLLOWS (the parson tells you to watch your back), OUT, E,
S, W, IN, KISS WIFE, SLEEP, OPEN DRAWER, TAKE POUCH, TAKE TINDERBOX,
TAKE TAPER, CLOSE DRAWER, KISS WIFE, OUT (she tells you to rip part of
the note), RIP WRITING (you chew the corner), E, E, SE, E, EXAMINE CREW,
GIVE MAP, PAY CREW.
You are on your way, the rudder breaks, you wonder about saboteurs and
about exploring the ship), REDESCRIBE (you are at the foredeck), N, N,
SAY CREW, N, W, SAY CREW, W, W, W, SAY CREW, S, S, SAY CREW, S, S, S, S,
E, E, E, E, N, SAY CREW, N, W, SAY CREW, S (in the galley), N, W, N, N,
OPEN DOOR, N, SEARCH CABIN (you get keys), PUT KEYS IN POCKET, WAIT,
CLOSE DOOR, SLEEP (you awake to noise), LIGHT TAPER, EXAMINE PORTHOLE
(you see land), OPEN DOOR, S, S, S, E, LISTEN (you hear plans of the
crew selling the ship and locking you and Simon in the galley), W, N, N,
N, CLOSE DOOR, WEAR ALL, W, WAKE SON, E, EXTINGUISH TAPER, WAIT (you are
taken into the galley), LIGHT TAPER, TAKE KEYS, UNLOCK DOOR, N (Simon
remains), W, W, OPEN DOOR, S, OPEN CASE, EXAMINE CASE.
TAKE PISTOL, EXAMINE PISTOL (an antique), N, E, E, S, S, E, N, N (you
see Sneer and Follows), CRAWL, SHOOT FOLLOWS (he goes overboard; Sneer
lunges at you and pins you; the ship runs aground and you are thrown
overboard and awaken on a beach; your adversaries think you are dead).
The password for Part 2 is "vengeful". Score 250/250
Part 2:
Hints:
You do not need to say the password, just THINK it.
What can make a sun's rays stronger? Remember to focus it on your bonds.
If you try to pass McCleary, he takes some objects from you (weapons and
valuables, all necessary). There is a way around him, but you need to
find other objects before you can do this. At a certain location you
are told that you need a rope to go up. You will find one eventually,
but first toss up what you can. Drop your weapons here too. McCleary
takes the stake also, so you need to figure out how to get it past him.
Check the current in the river.
Examine around the winch.
Don't rush after your son right after you find out where he is. Make
sure a particular person (barman) is occupied first.
You need to not be recognized by your former crewmembers in the village,
but you can't wear your hood. Remember the hint at the pool.
You need to find your boots before you go after Muller. Tie the rope to
the tree and explore first.
Examining shrubs in two locations is helpful.
Don't put the ruby into the dagger right away – you will need it as
surety.
There are hidden messages (necessary clues) in two locations.
Visit the bar before you set sail, but don't talk there. Your voice will
be recognized.
While it is tempting to buy the haversack in which to carry objects and
possibly get around McCleary, that is not what is needed. You need
something that will also be useful in more than one location.
The peasant offers you choices – pick the most practical of them.
When you have no light (and there is none available in Part 2), what
other senses could help you?
Once the winch has been fixed and used, recover a certain object.
Once you return the dagger (with the ruby) to the person who wants it,
you will be given three choices of objects to take. If you have visited
a particular location and read the message, you will know which object
to choose).
Listen under the bridge.
The dagger is needed at several locations before it is finally given to
someone, so don't be in too much of a hurry to get rid of it. Once it's
used to kill someone, it is important that it be clean.
THINK VENGEFUL. You find yourself bound on a Cornish shore. INVENTORY
(nothing but your clothes), EXAMINE IMPRESSION (you see a pendant),
EXAMINE PENDANT, W, EXAMINE SEAWEED, SEARCH SEAWEED (you get a sponge),
EXAMINE SPONGE (saturated with a liquid), E, N, EXAMINE FENCE, E, E, UP
(you need a rope), W, EXAMINE CLOTHING, DIG (you see Wray's corpse with
a dagger protruding from it), TAKE DAGGER (you can't), EXAMINE WRAY (you
see a monocle), TAKE MONOCOLE, EXAMINE MONOCLE, UNFOLD ARMS (you can't),
FOCUS SUN (it's not strong enough), EXAMINE SUN (not yet reached its
zenith), WAIT (the sun is now intense), FOCUS SUN ON BONDS, EXAMINE
DAGGER (it is missing a ruby), UNFOLD ARMS, PULL DAGGER, W, S, E (you
see one-eyed McCleary patrolling to the east), EXAMINE ROCKS (one could
be a grindstone).
SHARPEN DAGGER, EXAMINE DAGGER (bloody), TAKE ROCK, W, W, UP, N (you see
ruins), SEARCH RUINS (you see a winch), TURN WINCH (nothing happens),
EXAMINE WINCH (there is a rotting piece of wood and the winch is rusty),
SQUEEZE SPONGE (the winch seems operational), TURN WINCH (nothing
happens), EXAMINE WALL (you see moss), SCRAPE MOSS (you see an
inscription), READ INSCRIPTION (about hypnosis – oscillate a talisman or
pendant before the eyes of the victim and ensure that the person watches
the rotation; then you can control their brain and suggest to them
actions to carry out), WEAR PENDANT, W, EXAMINE POOL (you see your beard
– is it too distinguishing?), W (outside a hovel), EXAMINE HOVEL (you
see a window), NE, EXAMINE WINDOW (Cooper holds someone hostage), SW.
KNOCK DOOR (Cooper yells at you), W, DOWN, E (you see an island and a
ravine), EXAMINE TREE (good anchor point), E (Anderson rushes you), STAB
ANDERSON (he falls over the cliff), EXAMINE FENCE (one of the stakes
appears to be loose), TAKE STAKE, PULL STAKE, PULL STAKE, EXAMINE STAKE,
E, N, PUT STAKE IN WINCH, EXAMINE DRAWBRIDGE, LIFT DRAWBRIDGE, LOWER
DRAWBRIDGE (it makes a big impact), W, WASH DAGGER, W, KNOCK DOOR
(Cooper chases you), W, DOWN, E, E, E, N, LIFT DRAWBRIDGE, LOWER
DRAWBRIDGE (Cooper is crushed), S, EXAMINE COOPER (you take his
revolver), EXAMINE REVOLVER, EXAMINE CARRIAGE (4 bullets), N, TAKE
STAKE, W, W, IN, EXAMINE PEASANT, TALK TO PEASANT (he offers you food,
drink, or dry clothing), SAY PEASANT CLOTHING (you exchange clothes and
meet his wife and daughter; the peasant throws something out the
window), NE.
EXAMINE SHRUBS (you get a snuffbox), EXAMINE SNUFFBOX (Sneer's), EXAMINE
CLOTHES (the cape has a hood), SW, E, E, S, DOWN, E, N, E, E, THROW
RUBY, W, W, S, E, DROP REVOLVER, DROP DAGGER, SEARCH DEBRIS (you get a
ruby), EXAMINE RUBY, S, NE (there are strong currents), DROP STAKE (it
floats), N, RAISE HOOD), E (you are past McCleary), E, WAIT (until the
stake washes up), TAKE STAKE, UP, EXAMINE STEPS (you see a handprint),
EXAMINE HANDPRINT (Sneer's), UP, TAKE RUBY, E, E, EXAMINE TRAPDOOR (it
has a bolt), OPEN TRAPDOOR, EXAMINE CRATES (you see a gap), DOWN (it's
dark), FEEL (you get a hammer), UP, W, EXAMINE BOAT (you could probably
sail it), W, N, LOWER HOOD, N, N, E, E, E, EXAMINE COFFIN, OPEN COFFIN,
EXAMINE FLEMING, CLOSE COFFIN, W, S, EXAMINE SUTHERLAND, TALK TO
SUTHERLAND.
SAY SUTHERLAND MUTINY (he doesn't believe you), SAY SUTHERLAND CAPTAIN
(he thinks you are a pauper), SAY SUTHERLAND SHAVE (he'll accept
surety), GIVE RUBY (he shaves you and says to bring the money later and
he will return the ruby), N, W, W, N EXAMINE BUSHES (you see a gap), W
(you see Baker), EXAMINE BAKER, E, CRAWL, W, WAIT (until you see Baker
and Muller talking), LISTEN (you hear their conversation which also
talks about hypnosis), E, REMOVE PENDANT, CRAWL, W (follow Baker),
HYPNOTIZE BAKER, TALK TO BAKER (he tells you Sneer and Follows have
stolen a dwelling in the forest and put Muller and him on patrol to
protect them; the cargo has been stored somewhere and they murdered
Wray, Adair, and Hegarty; the chap who hired them hasn't turned up yet),
SEARCH BAKER (you get money), E (you release Baker from his trance).
Go S, E, E, S, GIVE MONEY (Sutherland gives you back your ruby), N, N,
TALK TO CURATOR (he wants the dagger of Discimus), S, SE, E, TALK TO
POLICEMAN (he has been taken in by the crew as well), W, NW, W, N, BUY
ROPE, S, W, S, S, E, IN, TAKE BOTTLE (Lawrence chases you), OUT, E, HIDE
(Lawrence goes down), BOLT TRAPDOOR (you trap Lawrence), W, W, N, N, E,
S, BUY FOOD, EXAMINE BARMAN, EXAMINE SOMERVILLE, EXAMINE WALSH, N, W, S,
S, WEAR PENDANT, PLACE STAKE, TIE ROPE, DROP RUBY, DOWN, DOWN, W, W,
TAKE DAGGER, TAKE REVOLVER, W, N, E, E, UP, UNTIE ROPE, TAKE RUBY, DOWN,
DOWN, EXAMINE SEAWALL (you see barnacles), SCRAPE BARNACLES, SCRAPE
BARNACLES, READ MESSAGE ("look for another way of reading the BRAVE
SLAIN) and when you do, for a revelation you will need some way to get
the key to it all and when it's done the top left must be pressed).
Go UP, UP, INSERT RUBY, N, N, E, E, N, GIVE DAGGER (the curator is
overjoyed and places three objects before you), TAKE KEY, EXAMINE KEY,
S, W, W, S, S, E, IN, ROW SHIP, OUT, W, SEARCH SHIP (you discover your
logbook), E, IN, ROW ISLAND, OUT, S, S, S, EXAMINE RAVINE (you see a
route down from the ridge), N, W, EXAMINE SLAB (keyhole in it), INSERT
KEY, PRESS TOP LEFT (a monolith emerges), EXAMINE MONOLITH (you see a
notch), EXAMINE NOTCH, LOOK THROUGH NOTCH (it's aligned with the cliffs
by the beach; you see a cave), E, N, W, EXAMINE HEGARTY, SEARCH BODY
(you get a paper), READ PAPER (a telegram to Sneer: he wants Catchpole
put down and will meet him in Keighley in the forest), E, N, IN, ROW
HARBOUR, OUT, W, N, N, N, W, W, SW (you see a woman bathing), W (you see
a headstone with your name on it), E, EXAMINE WOMAN, CLOSE EYES (she
approaches you), OPEN EYES (the woman tells you where Simon is), NE, E,
E, S, E, E, SE, E, GIVE LOGBOOK (the policeman apologizes for his
mistake; he finds Walsh and Somerville and Baker and locks them in the
cell; then he is killed by the German and a mob forms).
You are at the village green. EXAMINE MOB (among the people the Barman
is there), S, W, OPEN DOOR (locked), KNOCK DOOR, KNOCK DOOR, KNOCK DOOR
(the lady leaves), BREAK DOOR, IN, UP, W, EXAMINE WARDROBE, OPEN
WARDROBE, EXAMINE WARDROBE, TAKE BOOTS, EXAMINE BOOTS (they're yours),
WEAR BOOTS, TALK TO SIMON, WAIT (until the couple return and you see
Cunningham at the ladder), E (when his foot is on the ladder) BREAK
LADDER (Cunningham falls unconscious), DOWN, OUT (you see McCleary),
SHOOT MCCLEARY (the mob take him away), E, S, DOWN, DOWN, W, W, W, W,
UP, W, W, TIE ROPE TO TREE, CLIMB EXAMINE OVERHANG (a tap will cause the
rocks to collapse), ENTER CAVE (it's flooded), DROP REVOLVER, UP, E, E,
DOWN, E, E, E, E, UP, UP, N, N, N, W (you see Muller at the bridge).
SAY MULLER (he can't hear you), YELL (he starts to follow you as you
flee), E, S, S, S, DOWN, DOWN, W, W, W, W, UP, W, W, CLIMB ROPE (Muller
is directly below the overhang), THROW ROCK (Muller is crushed), TAKE
REVOLVER, UP, UNTIE ROPE, E, E, DOWN, E, E, E, E, UP, UP, N, N, N, W, N,
N, N (you see Follows), TALK TO FOLLOWS (he explains what has happened),
N, EXAMINE DWELLING, S, WAIT (until follows is hanged and you are
alone), S, S (you hear an explosion), S, E, S (you see Sneer who wants
his snuffbox), GIVE SNUFFBOX (Sneer lets go of the plunger), KILL SNEER
(he wants to die another way and asks you to trust him by sailing him
out in the Radipole, tie him up, lower an anchor, and give him gunpowder
so he can die that way). You don't want to do that but the mayor
intervenes. Sneer further explains it was John Shottford who planned it
all. He says that the German saved Simon. He adds that Shottford was
molesting Catchpole's wife. What Sneer wanted happens, and you return to
kill Shottford. Score 250/250
Terri Sheehan
2006-04-02
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