| Cutthroats Part I | |
| Welcome aboard, matey! Dust off your scuba tank, shake out your | |
| flippers, and prepare to go treasure hunting. But first, a word | |
| from our sponsor. Cutthroats, like most Infocom games, has | |
| several solutions. This walkthru will show you one way of | |
| completing the adventure. However, there are others, so when | |
| you've finished, you might want re-play the game, doing | |
| different things, to see if you can come up with another way of | |
| recovering the treasures successfully. | |
| Also, you should be aware that you can only recover treasures | |
| from 2 of the ships, the Sao Vera and the S.S. Leviathan. The | |
| other wrecks are only red herrings, and you don't have to bother | |
| with them. Which of the two real wrecks you will dive for depends | |
| on the item you are shown by Johnny Red. If he shows you the gold | |
| coin, it's the Sao Vera; if it's the dinner plate, then the ship | |
| is the Leviathan. | |
| Further, most of your actions up to the dive itself will be | |
| pretty much the same, so this section of the walkthru will take | |
| you up almost to the dive itself. After that, consult either the | |
| Sao Vera section, or the Leviathan section, depending on which | |
| ship you're investigating. | |
| Ok! The game starts with a long lead in, explaining how you came | |
| by the book of shipwrecks. You will have to sit through this on | |
| each boot-up; no way around it. After that, the game really | |
| begins, with you lying in bed in your scruffy room at the Red | |
| Boar Inn. The first thing to do is stand up, then wind your watch | |
| (time is important in the game, and if your watch runs down, you | |
| can't keep track of the time). | |
| There's a note on the floor. Read that, then open your dresser. | |
| Inside are the shipwreck book, your bankbook, and a room key. Get | |
| the key, open the door, go out, and lock the door again. You | |
| don't want to leave the door open, or the Weasel will come by | |
| later and steal the shipwreck book. If that happens, the game is | |
| over before it even starts. You don't need to take the book with | |
| you, so locking the door is effective here. | |
| Now, go downstairs and out to the Wharf Road. Follow the road | |
| East until you get to the Shanty. Enter the Shanty, and you will | |
| see Johnny Red and Pete the Rat already there. Sit down and order | |
| breakfast, then wait for Weasel to show. Order a glass of water | |
| when you get thirsty. While you're waiting, you might want to | |
| listen to the parrot. He doesn't have anything important to say, | |
| but you might get a chuckle out of him. | |
| Eventually, Weasel will arrive, and Johnny will ask if you're | |
| interested in doing some treasure hunting. Say yes, and then | |
| Johnny will have you all meet again a little later at the | |
| lighthouse, in order to keep McGinty from finding out what you're | |
| up to. After that, leave the Shanty, go back West to the end of | |
| Wharf Road, and from there Southwest twice and Northwest once, | |
| which brings you to the lighthouse. Now, wait for Pete, who will | |
| be the last person to arrive. | |
| Once Pete gets there, Johnny will show an object, either the coin | |
| or the plate. This indicates which wreck to dive for. After that, | |
| he'll give further instructions, which you should read carefully. | |
| When he's finished, go back to your room at the Red Boar. Get | |
| your passbook. If you're diving for the Leviathan, also get your | |
| scuba gear from the closet (scuba gear not needed for the Sao | |
| Vera). | |
| Leave the room (lock the door behind you!), and go back out. Walk | |
| East along Wharf road to the end, and go Southeast to the Ocean | |
| Road. If you're going to use your scuba gear for the dive, go | |
| Southwest into the alley, and drop your scuba gear there. You | |
| don't want McGinty to see you lugging it around. | |
| Follow the Ocean Road south to the end, then go Southwest to the | |
| Ocean Road, and North into the bank. Make your withdrawl, then | |
| leave and return to Ocean Road, where you go Southeast to Point | |
| Lookout. Drop your passbook here (that Mcginty has sharp eyes, | |
| and you don't want him to see you with that, either), and wait | |
| for Johnny. | |
| When Johnny arrives, show him the money you just took from the | |
| bank. He'll be satisfied, and then ask if the wreck is more than | |
| 200 feet underwater. Answer yes if it's the Sao Vera, no if it's | |
| the Leviathan. The two of you will then head back to | |
| International Outfitters to rent a ship and purchase supplies and | |
| equipment. McGinty will be in the store when you get there. | |
| However, just wait, and he'll leave eventually. | |
| Johnny will make his purchases first, and you will have to chip | |
| in some of the cash you're carrying. However, you will have | |
| plenty of money left over to buy whatever you need. When it's | |
| your turn, buy the flashlight and the shark repellent. If you're | |
| diving for the Sao Vera, that's all you need. However, if you are | |
| diving for the Leviathan, also buy the following items: C | |
| battery, putty, and electromagnet, and also rent the small air | |
| compresser (so you can fill your tank). All these items will be | |
| delivered to the ship for you, so you don't have to take them | |
| with you. | |
| Now, it's time to uncover a little double-dealing. Leave | |
| Outfitters, and go back East along Wharf Road to the end, then | |
| Southeast again to Ocean Road. Go along Ocean Road to the end, | |
| then Southwest to Shore Road, and continue West along Shore Road | |
| until you reach the Ferry dock. Wait around. | |
| Soon McGinty will appear, and a short while later, Weasel. The | |
| two men will go off to a corner and talk. Then Weasel will hand | |
| something to McGinty, and board the Ferry (you can't get on it | |
| yourself, but you have other things to do, anyway). Ok, now | |
| you've seen that, go back to Ocean Road, and then into the | |
| alleyway. | |
| The alley runs behind all the buildings, and it will come in very | |
| handy! Go West along the alley (pick up your scuba gear if you | |
| dropped it here earlier) , until you're standing behind the | |
| vacant lot, which is next door to McGinty's. Wait here, and | |
| McGinty will come by, heading from East to West. Continue | |
| waiting, and he will soon re-appear, going from West to East (he | |
| is walking along Wharf Road, of course). | |
| Once you see him the second time, go West once, and you're behind | |
| his store. The door is locked, but you can open the window and | |
| get through into the place. Here you will find an envelope that | |
| proves the Weasel is out to double-cross you all. Get the | |
| envelope, then leave by the window. | |
| Go back along the alley to the Vacant lot, then go straight North | |
| until you come to the dock where the rental ships are moored. | |
| Both ships have approximately the same layout; they are slightly | |
| different on the top deck, but below they are exactly the same. | |
| Enter whichever ship has been rented for the dive, and go below | |
| deck. Then go north until you reach the crews quarters, and hide | |
| your envelope under the bed. You don't want Weasel to know you | |
| have it (he'll kill you), and if you show it to Johnny now, | |
| you'll cancel the expedition. | |
| Now you have to do some more waiting. The delivery boy will come | |
| around, and drop off the items you've bought. Then the others | |
| will start to arrive. When Johnny comes, go to the Captain's | |
| Cabin, and tell him the longitude and latitude of the wreck, | |
| which you can easily get by looking at the shipwreck book that | |
| came in the game package. Then go back to the crews quarters, and | |
| wait some more. Eventually, you'll reach the dive site. At this | |
| point, you should now read either the Sao Vera section or the | |
| Leviathan section, whichever is applicable. | |
| Cutthroats Part II - Leviathan | |
| Ok, so it's time for the Leviathan. Get up, then go North to the | |
| storage locker. Here you will find all the things you bought at | |
| Outfitters. Put on your wet suit and flippers. Get the drill and | |
| the C battery, open the drill, put the battery inside, and close | |
| the drill. Get the remaining items, except the compresser. Fill | |
| your tank with the compresser, then go South. Along the way, get | |
| the envelope from under the bed. | |
| Stop in the galley to eat and drink, then continue on South to | |
| the Captain's Quarters. Show Johnny the envelope. That will take | |
| care of Weasel! Now go North and up. Put on your tank and mask. | |
| Johnny will tell you about the orange line, but for this dive, it | |
| won't be needed. | |
| You're all set, so dive in! Once underwater, turn on your | |
| flashlight, because it's going to get dark pretty soon. Oops! A | |
| shark just showed up! Good thing you have the repellent. Open the | |
| canister, and the shark will take off. Now, just keep going down | |
| until you reach the wreck. | |
| You're on the top deck of the Leviathan, with a hole at your | |
| feet. Go down through the hole, to the Middle Deck. Here, you can | |
| only go up or down, so go down again, to the Below Decks area. | |
| From there, go South, to the room with the closed door. You might | |
| want to read the sign on the door before you open it. | |
| Once past the door, you're in a mine locker. All the mines are | |
| tied down, except for one loose one, floating in front of a hole. | |
| Fortunately, you can take care of that problem without | |
| difficulty. Touch the magnet to the mine, then turn on the | |
| magnet. Drop the magnet (why that doesn't blow you to bits, I | |
| don't know, but that's how it works). Now you can go up through | |
| the hole. | |
| You're on the Middle Deck again, although a different part of it. | |
| The way South is narrow, so remove your tank, then go due South | |
| until you come to the room with the safe. This is the tricky | |
| part. Turn on the drill, drill the lock, and then *immediately* | |
| turn off the drill again. Otherwise, it will burn out, and you'll | |
| have a big problem later! | |
| Ok, inside the safe is a glass case containing some valuable | |
| stamps. Alas, there is a crack in the case, and water is starting | |
| to seep in. However, don't be alarmed; you'll have enough time to | |
| fix that. Go back North to the room with the hole in it. Put your | |
| tank back on. Go through the hole into the mine locker, then | |
| North, then up through another hole. | |
| Surprise! This room still has air in it. Good thing, too, because | |
| the water level in the case was starting to get too high for | |
| comfort! Now, turn on the drill, and drill a hole in the case. As | |
| the water drains out, the drill dies (lasted just long enough). | |
| Now, open the tube of putty, and put the glob of putty on the | |
| hole. The putty will seal both the hole and the crack. | |
| And that's just about it for the Leviathan. All you have to do | |
| now is go back through the ship, and up to your own boat, where | |
| your comrades are waiting. Congratulations! You're now a very | |
| rich diver! | |
| Cutthroats Part III - Sao Vera | |
| So, it's off to the Sao Vera. This one has a few more obstacles | |
| than the Leviathan did, but none of them are particularly | |
| difficult. The first thing is to get off the bed, and head North | |
| to the Storage Locker. Here you'll find the flashlight and | |
| repellent, as well as a deap-sea diving outfit. There is also a | |
| small machine here, that you won't be needing (it's a locater | |
| box. If you really want to fiddle with it, you have to buy a dry | |
| cell to make it work). | |
| Get everything but the box, then go back South. Get the envelope | |
| from under your bed, stop off in the Galley to eat and drink, | |
| then continue on to Johnny's cabin. Show him the envelope, which | |
| will put an end to Weasel's double-cross. Now wear the suit and | |
| go up on deck. | |
| Johnny will be there, and will tell you about the orange line. | |
| Keep in mind what he says. If you look around, you'll see a large | |
| air compressor, with an air hose. Attach that to your suit, and | |
| then turn on the compressor. You're all set, so dive in! | |
| Once underwater, turn on your flashlight. There's that pesky | |
| shark again! Open your canister to get rid of it, then keep on | |
| going down. It will be a long way down, but you'll get there. | |
| Now you're on the top deck of the Sao Vera, with a hole at your | |
| feet. Go down the hole. Crash! Looks like the ladder broke. You | |
| may have a problem getting back up again! Then again, maybe not. | |
| Leave that for now, and make your way South, into the room with | |
| the iron bars. Get one, because it will come in handy soon. | |
| Then keep going South, until you come to the room with the bunks | |
| barring the way. Move the bunks with the bar, then wedge the bar | |
| under the bunks to keep them from moving back. Now you can go | |
| South again, to another room, with a ladder leading down. Climb | |
| down that one. | |
| Oops! Crash again! This time, though, the whole ladder didn't | |
| crumble. Still, it's going to be hard to reach it on your way | |
| back. No matter, you still have to find tha treasure, so go | |
| North. | |
| Uh Oh!! There's a giant squid here! Good thing for you it's | |
| asleep. And if you're smart, you won't wake it up! So, just go | |
| right on by, don't try doing anything to the squid at all. In the | |
| next room is an oak chest, along with a hole in the side of the | |
| ship. Leave that for now, and keep going North. | |
| In the next room are some skeletons, remains of the crew. Examine | |
| them, and you'll see one wears a scabbard. In the scabbard is a | |
| sword. Get that, and go North again, to the last room. Here you | |
| will find a maple chest. The chest is to heavy to carry, so push | |
| it back South until you come to the oak chest (note: you must say | |
| "Push Maple Chest South"). | |
| Hmmmm, now, which chest to take? Let's try the oak chest. Push | |
| that out West through the hole (carefully! You don't want to cut | |
| your air supply!). Wait awhile, and the orange line will appear. | |
| Get that, tie it to the oak chest, and tug on the line. The chest | |
| will slowly make its way upward, while you return to the ship. | |
| Now, push the maple chest south, past the sleeping squid, and | |
| south again into the room with the ladder. Climb on the chest, | |
| and you'll be able to reach the ladder and climb back up to the | |
| middle deck. | |
| >From there, go North until you reach the room with the cask in | |
| it. Now, push the cask north with you, until you come back to the | |
| room with the mast and the rope tied around it. Climb on the | |
| cask, then cut the rope with the sword. Drop the sword (you can't | |
| leave with it), and then make your way up and out. | |
| Once on the top deck, just keep going up until you're back on the | |
| boat. The chest will be opened to display hundreds of gold coins. | |
| Congratulations, you're now a very rich diver! | |
| ************************************** | |
Xet Storage Details
- Size:
- 14.1 kB
- Xet hash:
- fc842d98720de4d7cecc60133ed824a38059f5d6663a9fd13cb04713cb9d4cf9
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.