| Plundered Hearts | |
| Part I | |
| Ahoy, mateys! How'd ye like to sail the Spanish Main with bold and brave | |
| pirates? Ye would? Then why in tarnation are ye playin' Plundered Hearts? | |
| Grin. | |
| Plundered Hearts is a frothy game of rank improbabilities and mostly-simple | |
| puzzles, with a gloss of even more improbable romance. Captain Jamison may | |
| look handsome and dashing, but as a hero, he comes up way short. Especially | |
| when you save his life three times in the game, not to mention doing his job | |
| of rescuing your father. A neat turning of the tables on the old romantic | |
| pattern of hero rescuing damsel in distress, but not really something to | |
| gain one's respect. Ah well, it's only a game. | |
| One thing to keep in mind here is that several actions can be performed in | |
| different orders. For instance, you can rescue your father either before or | |
| after attending the ball. Also, the crocodile can be handled in one of two | |
| ways, depending on whether or not you visit Lucy. It isn't mandatory to visit | |
| her, and so that is left out of this walktheru. You might want to try it | |
| sometime on your own. | |
| So here you are aboard the Lafond Deux one balmy night in the West Indies when | |
| suddenly pirates attack the ship. You're quickly hustled into the officer's | |
| cabin, where a few nasty remarks are made before Davis and the other rush out. | |
| Well my lady, you won't be able to do much on the bed, so stand up and look | |
| under it. Aha, the coffer! Too bad it's locked. Just wait around now, as | |
| there's no place you can go at the moment. You won't be lonely for long, | |
| however; company's coming in the person of Andy Crulley, who bashes in the | |
| door. | |
| Obviously, he is no gentleman, and his intentions are probably less than | |
| honorable. Defend your virtue by giving him a couple of sound smacks in the | |
| head with the coffer. Good thing he's not entirely sober, or it wouldn't have | |
| been so easy to put him down (he's a big 'un). | |
| Around about now the infamous Falcon, Captain Jamison, arrives. Now, he's more | |
| of a gentleman, even if he doesn't knock before he enters. Good-looking, too; | |
| you'd never guess he's as incompetent as he turns out to be later on. In the | |
| meantime, do anything you like to pass a move, then Jamison will give you a | |
| letter from your father. You might as well read it, to get a better idea of | |
| just how treacherous our boy Lafond (French for "The Bottom") really is. | |
| The Big J will then offer his protection; you don't have much choice but to | |
| accept (and besides, it furthers the plot of the game). You'll have to do a bit | |
| of waiting over the next few sections, but don't worry, you'll get to the real | |
| action soon enough. | |
| So off you go with Jamison at your side, and who should come popping out of the | |
| bloody mayhem on deck but Davis. He leaps to your side and puts a knife at | |
| your throat. Fortunately, Jamison yanks you away while skewering Davis on his | |
| rapier (amazingly, you come out of this with nary a scratch!). You promptly | |
| faint (don't worry, this is the last time you'll be displaying such weakness in | |
| the game). | |
| You wake up in Jamison's quarters, which he has considerately turned over to | |
| you for the duration of the voyage. Actually, you've already been there for | |
| a couple of days, pretty much bored, although protected from the lechery of the | |
| crew. Jamison is dressed up to kill, notably Lafond. A ring on Jamison's hand | |
| attracts your attention; ask him about it, and you'll understand why Lafond is | |
| not on Jamison's "Best-Loved List". | |
| Wait a little bit, and Jamison will leave. Get out of bed, and wait a little | |
| more, because Jamison returns shortly to give you a broken brooch and dump the | |
| coffer. Ok, now at last you're ready to move! Get the coffer and open it. | |
| Inside is Davis' invitation to a ball Lafond is holding that night. Get that | |
| and put it into your reticule (that reticule, by the way, must be a direct | |
| ancestor of the aunt's thing; it holds an amazing, although not unmlimited, | |
| number of items). | |
| Squeeze fore past the cupboard, then open it. Step inside and get the clothes. | |
| No one's looking, so remove your frock (just a Britishism for 'dress'), then | |
| put on the breeches and shirt (good thing your friends back home can't see | |
| this!). Now rip a piece from the frock, and drop the frock. You can also drop | |
| the missive here, if you haven't already. | |
| Exit the cupboard and squeeze back aft into the captain's quarters. You'll | |
| notice a rope ladder is dangling in front of the window, which can't be | |
| opened. Of course, breaking a window would shockingly unladylike behavior, but | |
| these are desperate times, so throw the coffer at the window. Crash! | |
| Now you can climb out the window, and suffer a hard climb up the ladder to the | |
| Poop Deck (no, this is not where they walk the dogs!). Since you're dressed in | |
| the cabin boy's clothes (wonder where he is during all this?), no one pays you | |
| any attention (all cabin boys, of course, carry reticules attached to their | |
| wrists and have long, flowing tresses). | |
| From the Poop Deck, walk fore until you reach the Forecastle (or foc'sle, as | |
| they say on ship). You may have noticed that the reefs are somewhat closer | |
| than they were before. This is due to the perfidy of our old friend Andy | |
| Crulley, who recently cut the sea anchor of the ship. We will not, at this | |
| time, hold an inquiry as to why any of the experienced sailors on board don't | |
| notice the ship is moving. After all, it gives you something to do. | |
| What you do is push up the lever on the mooring winch. This drops the main | |
| anchor, and prevents the ship from breaking up on the reefs. However, our boy | |
| Andy wasn't trusting to the reefs alone; he had something even nastier up his | |
| sleeve. So, hop back to the Main Deck, and soak your rag in water (you must | |
| specify water). | |
| Now move the canvas, allowing you to go down into the hold. The first thing | |
| you notice is a large cage-like affair, which protects the ships supply of | |
| food and ammunition from pilfering by the crew. It is also protecting a | |
| thin line of fire that is slowly approaching the gunpowder. Let's not think | |
| of what might happen should the powder go off. | |
| No time to try picking the lock or climbing the fence; just throw the sopping | |
| rag over the gate. Whew! It came down in the right place, the fire is out, and | |
| the ship is saved. | |
| With both threats to the ship removed, it's almost time to remove yourself to | |
| the delightful island of St. Sinistra (just from the name, you can tell it's | |
| not a healthy place). Go fore into the crew's quarters (lovely, eh?), pick | |
| up the mirror and bottle, stuff 'em in the reticule, and make your way topside | |
| again. | |
| Visit Cookie in his shack on the foc'sle, listening carefully to what he says | |
| about the signal that will bring the pirates if there's trouble (and you can | |
| bet there's gonna be plenty of that!). Pick up the dagger stuck in the floor, | |
| then head back to the Quarter Deck where the casks are tied down, somewhat | |
| shakily. | |
| A quick examination shows that one cask is open, and also that the rope | |
| running over the cask is badly frayed. Well, ya gotta get to the island | |
| somehow, and you can't swim so.....enter the cask. A slab of rock-hard pork | |
| is stuck to the side of it (we won't think about the food you must have been | |
| eating the last few days). Take that, then cut the rope with the dagger. | |
| Splash! | |
| You're floating in the waters off St. Sinistra. Just wait awhile, and the | |
| cask will drag along into the shallows, where you can safely exit. Nearby | |
| is Jamison's skiff, which you don't need for anything (although handy for | |
| going back to the ship in case you'd forgotten something). Once out of the | |
| cask (which will float away; nothing to worry about), head west to the | |
| beach. It's rescue time! | |
| Plundered Hearts is copyrighted 1987 by Infocom, Inc. | |
| This walkthru is copyrighted 1987 by Scorpia, all rights reserved. | |
| Plundered Hearts | |
| Part II | |
| Now we start getting into the exciting stuff! From the beach, go north to the | |
| lawn and then east to the Folly (alternatively, you could go the other way and | |
| have a chat with Lucy, but we're skipping that here). A nice little spot, | |
| although one of the benches needs a little repairing. With a bit of effort, | |
| I'll bet even you could pull that slat away (Vandalism, of course, is not | |
| taught to ladies, but these are desperate times, and no one will tell on you). | |
| Around about now the great pirate lover shows up again. He'll get romantic, but | |
| you don't have to kiss him if you'd prefer not to (I preferred not to, myself). | |
| After he leaves, pop through the hole and you're in a hedge. From there, sneak | |
| along north and you're next to the house by a closed window. | |
| Luckily, no one is in the room right now, and it's perfectly safe to open the | |
| window and scoot inside. Hmmm, pretty fancy library, eh? Of course, that giant | |
| sized portrait of Lafond may not be in the best of taste, but then you'd expect | |
| something like this from your typical villain. | |
| Naturally, there is more here than meets the eye. Take a look at the | |
| bookshelves, for instance. Lafond doesn't seem to be much a reader, eh? None of | |
| the books show any wear and tear, except for one, titled (not surprisingly) | |
| "Treatise of Power". | |
| There must be a reason for that; try pulling out the book. Aha! It only comes | |
| part way then snaps back, while mysterious sounds issue forth from somewhere | |
| behind the books. However, there is no secret passage there, and things are a | |
| little more complicated than they seem. | |
| Now, get the fancy hat from the knob. Strange vibrations from below! Whatever | |
| could be going on here? Don't worry, you'll find out soon enough! Put the hat | |
| back on the knob for later, then wander over to that enormous globe. I'll bet | |
| that's here for a purpose, too. | |
| Let's see what happens if you push St. Sinistra. Voila! The portrait suddenly | |
| opens up! There's the secret entrance! Guess where it leads? Of course! So | |
| head north behind the picture and then down the stairs (ladies are not supposed | |
| to go snooping around other people's houses, especially when they haven't been | |
| invited, but these are desperate times). | |
| From the bottom of the stairwell, go east twice into the Guard Room. | |
| Fortunately, no guard is around, but you do find a key and powder horn. Take | |
| both, and put the horn in your reticule for later. Return to the stairwell, | |
| and go south. | |
| Eeeeek! A giant crocodile sits in the middle of a pool. Even though he's | |
| chained, he looks like a nasty customer, and I wouldn't want to try slipping | |
| past him just yet. Neither would you. | |
| Here's where we (or rather, you), take out Mr. Jaws in a ladylike fashion. Get | |
| the bottle from your reticule and squeeze some laudanum onto the pork. Then | |
| (using the dainty underhand motion approved for ladies in distress), throw the | |
| pork into the crocodile's mouth. After a short wait, he will go sleepy-bye and | |
| you can skip past him south into the dank dungeon (what would a romance be | |
| without a dungeon?). | |
| Ease along west to the door, which you can unlock with the key (you can drop | |
| the key after that). Open the door, and who do you suppose is inside? Daddy, | |
| of course. He sounds a trifle senile, perhaps, but I suppose the time he's | |
| spent in this cell is a contributing factor. | |
| After you explain the current circumstances, Daddy dear will follow you out of | |
| the dungeon, thoughtfully waking up the crocodile on the way out. You may feel | |
| like pushing him into the pool at this point, but really, that would be a | |
| trifle inadvisable right now. | |
| Continue on to the library, where Daddy will hop it to go looking for his | |
| darling Lucy. You need to hop it, too, as there's a ball you must attend. Slip | |
| out the window, make your way back through the Folly to the lawn, west to the | |
| forest, then northeast to the Clearing. | |
| Some conveniently-placed vines afford access to the second-floor bedroom, where | |
| you find a conveniently-placed gown on the bed. Change clothes, stuffing the | |
| breeches and shirt into the reticule. Get the invitation, go north and east | |
| down the stairs to the Foyer (it's really a good thing that your actions will | |
| never be known back home, as no one would ever speak to you again if they ever | |
| found out!). | |
| Give the invitation to the butler, and proceed south into the ballroom, where | |
| (who else?) Jamison is waiting to sweep you into the dance floor. Tell him | |
| about Daddy, and anything else you care to mention. While this is going on, | |
| you'll notice a certain bewigged man watching you closely (the villain, | |
| naturally). | |
| Eventually, Jamison will leave, and suggest that you head back to the ship. | |
| Hah! After all you've done so far, not likely! However, to keep things moving, | |
| pop briefly into the supper room east, then return to the ballroom. This time, | |
| your partner is the notorious (not to mention, lecherous) Lafond. | |
| By all means dance with the scoundrel. You'll be able to get a glimpse of a | |
| ring that looks rather familiar. No doubt about it, he really IS the bad guy | |
| of the piece. However, don't let his boasting or arrogant attitude get to you. | |
| All in good time, he'll get his just deserts. | |
| When he's finally done and and takes his leave, get the mirror from your | |
| reticule. This is about the time a commotion starts up, and you see Jamison | |
| being dragged away by dragoons. Guess he wasn't as careful as he should have | |
| been. Tch! | |
| You can't worry about him now (as if you'd bother!); you have a little supper | |
| date with Lafond to attend. Go back to the Foyer, up the stairs, and east to | |
| the door of Lafond's bedroom. Being a lady, you politely knock first. | |
| Once inside, Lafond will press some wine on you. By all means drink it, as | |
| well as noting which color goblet you have. Suddenly the door slams open and | |
| Jamison bursts in! | |
| Unfortunately, that's about all he does, as Lafond's minions rapidly and | |
| efficiently knock him out and drag him away. The Falcon looks less like a hero | |
| every minute. | |
| Meanwhile, with the disruption over, Lafond turns to his wardrobe to slip into | |
| something comfortable, ordering you to pour more wine as he does so. Of course, | |
| you know what your expected to do here, right? Hehehe. | |
| First, pour wine into both goblets. Then squeeze some laudanum into your own | |
| goblet. The butler makes a quick reappearance with a nice little supper of | |
| cold chicken and spices, then departs. | |
| Lafond is no fool, and he saw you do something with the goblets. He switches | |
| them, and forces you to drink from his. Since it's perfectly harmless, this is | |
| no problem. However, he apparently has a better respect for your brains than | |
| Jamison does, and calls in the butler to drink from your (original) glass. | |
| Dear me, what now? Lafond is starting to get, shall we say, hot to trot? And | |
| speaking of hot, those spices are very hot, indeed. Just what you need to save | |
| your virtue. Get some of the spices and blow them at Lafond. ATTCHOO!!! | |
| His eyes start to water, he can't see very well, and goes blundering out of the | |
| room. However, he won't be gone for too long, so you had better hurry and do | |
| what needs to be done before scooting off. | |
| Plundered Hearts is copyrighted 1987 by Infocom, Inc. | |
| This walkthru is copyrighted 1987 by Scorpia, all rights reserved. | |
| Plundered Hearts | |
| Part III | |
| With Lafond out of the way for now, put the mirror in the window. Its | |
| reflective surface catches the moonlight and sends a signal to the ship (this, | |
| by the way, is the only room from which you can send the signal). While you do | |
| this, a noise comes from outside the room. It sounds like someone collapsing. | |
| It is. The laudanum has taken effect on the butler, and you are now free to | |
| leave, which I heartily recommend you do. | |
| The question is, where to now? Well, lover boy is down in the deep, dank, | |
| dungeon, but you really can't go alone this time. However, you can at least set | |
| things up for later on, so trek on over to the library. | |
| Everything is back in place again, so go through the routine that will open the | |
| secret passage. This time, you don't have to bother replacing the hat, you can | |
| just drop it. Then (preparing for the actions to come), switch from the gown | |
| to the breeches and shirt. Get the brooch and smelling salts from the reticule. | |
| By this time, the pirates have arrived, and the action is picking up again. | |
| Go to the Foyer, where you'll run into Cookie. Good old Cookie! A quick nod, | |
| and the two of you are off to the dungeon. As you go, you may be wondering what | |
| to do about the crocodile, but no need to worry with the stalwart chef at your | |
| side. | |
| As soon as Cookie sees the croc, he'll bravely leap into the water and keep it | |
| occupied while you slip around and into the dungeon, where you see...Crulley! | |
| Yep, our boy Andy is still with us, and is whiling away the time by giving | |
| Jamison a few lashes with a whip. Horrors! | |
| Not only that, but Crulley has decided you could do with a lash or two, as | |
| well. And he's forcing you towards the open trap in the floor, from which there | |
| is no return. I guess he hasn't quite forgiven you for that headache back on | |
| the Lafond Deux. Definitely, not a gentleman. | |
| You can't let this happen (after all, if you go, who will rescue Jamison?). | |
| Luckily, the hero's (?) rapier is nearby. pick it up, much to Crulley's delight | |
| (he didn't learn from last time, either) and stab him with it. Twice. That's | |
| enough to send the vermin down into the well. | |
| Unfortunately, he doesn't go all the way down. His hook catches on the side, | |
| and with appropriate curses, he begins climbing up again. Shut the trapdoor to | |
| make his life a little more difficult, then use the smelling salts on Jamison. | |
| Chat with him if you like, but do make it brief, and then pick the manacles | |
| with the brooch (you must say brooch, not pin, and I'll bet you've been | |
| wondering all along when you'd get the chance to pick a lock with it). | |
| Jamison grabs the rapier from you, and as all dimwitted heroes both before and | |
| after him, runs off to do battle with the villain when he is not in shape | |
| enough to take on a mosquito. Love is not only blind, it bears a striking | |
| resemblance to senility. | |
| Ah well, I suppose there's nothing for it but to go and save his hide yet | |
| again. So don't just stand there (after all, Crulley is still on his way up), | |
| hurry on back to the library. Cookie is still keeping the crocodile's | |
| attention, although he'll leave that when you pass by. | |
| As you step into the library, the sounds of a furious duel can be heard coming | |
| from the ballroom. Obviously, Jamison and Lafond have found each other. Cookie | |
| rushes off that way, but you have better things to do. | |
| Nip out and up the stairs to the second floor. Go around east and south to the | |
| Gallery, where you see the chandelier and the rope system. Untie the rope. Now, | |
| just watch the fight, and wait until Jamison is helpless (a condition he seems | |
| to be in a lot of the time). | |
| At this penultimate moment, what do you think you should do? Lower the | |
| chandelier? Nope, much too heavy for you. Throw the powder horn onto the | |
| candles? Nope, you'll just miss. Drop something on Lafond's head? Nope, you'll | |
| miss there, as well. | |
| No, my dear, you get to play Tarzan! Yes, you too, without any practice or | |
| special training, without (probably) having ever exercised in your life, can | |
| swing with the best of them! So swing on the rope! | |
| (Just imagine the typical Tarzan battle scream here; it doesn't translate all | |
| that well into text). Crash! You barrel right into Lafond, just as he's about | |
| to stab Jamison in the heart. Once again, you have come through in the nick | |
| (Nick?) of time! | |
| Whoosh! Lafond lies sprawled on the floor, while others restrain Jamison from | |
| coming over and finishing the job (after all, Jamison is supposed to be a | |
| gentleman; not allowed to hit a man when he's down). Speaking of gentlemen, | |
| Cookie comes over and helps you to your feet, after which everyone (Jamison, | |
| Cookie, Daddy, and Lucy) takes off through the verandah door, expecting you to | |
| follow them. Some days, you just don't get any respect. | |
| Well, no use brooding over it; hop out the verandah door yourself, and make | |
| your way to the beach. Somewhere along the line, take the powder horn from the | |
| reticule. | |
| As you wade through the water, you step on a sharp stone. Presumably, this is | |
| what you're supposed to use as ammunition in the pistol you'll be picking up | |
| shortly; however, you don't really need it and the stone can be safely ignored. | |
| Just about now, Lafond, Crulley, and a bunch of dragoons appear at the top of | |
| the cliff. Big dramatic moment! The final showdown is almost here! Crulley | |
| takes aim with his pistol, but devoted Cookie throws himself in front of | |
| Jamison, taking a wound in the shoulder. | |
| Then, in the best heroic tradition, Jamison offers to duel with Lafond one more | |
| time. Lafond agrees, provided he gets you if he beats Jamison (note that you | |
| havne't been consulted about this little arrangement). | |
| Now Jamison looks at you, and asks simply, "Yes or no?". Of course you | |
| understand he means do you love him or not. By this time, you're probably | |
| tempted to say no. However, there's that duel coming up, and the poor idiot | |
| needs some sort of sustenance to see him through, so just nod. | |
| The exciting finale is now here! Jamison and Lafond go at it once more, the | |
| villain leaping to the attack and dropping his pistol as he does so. Pick it | |
| up, because Crulley is frantically re-loading his own weapon, and you can be | |
| sure it isn't for any good purpose. | |
| Load your own pistol from the horn. Meanwhile, wonder of wonders, Jamison, in | |
| spite of everything, has finally managed to put an end to Lafond. Certainly | |
| took him long enough. However, now Crulley is taking aim again, and you'll have | |
| to save Jamison one more time (getting monotonous, isn't it?). | |
| Shoot Crulley. How about that, you actually hit him! He falls off the cliff, | |
| putting an end to him, too. With both of them gone, there are no further | |
| obstacles, and you all get safely away from St. Sinistra. | |
| And so, as the Helena Louise sails happily ever after into the sunset towards | |
| America, you can only wonder....how many times will you have to save Jamison | |
| from the Indians....? | |
| Plundered Hearts is copyrighted 1987 by Infocom, Inc. | |
| This walkthru is copyrighted 1987 by Scorpia, all rights reserved. | |
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