1. Take the piece of paper next to the ashtray. (press right mousebutton to enter menu)
2. Unfold the piece of paper and read it [08:10]
3. Go to the bar (by using the map).
4. Show the piece of paper to the barman.
5. He will give you something. [08:20]
6. Read the Prayer Book.
7. Take the letter you find inside the book.
8. Read the letter you found inside the book.
9. Go to Father Fabiani's cabin and pull the LEFT suitcase.
10. Open the suitcase. [08:30]
11. Close the suitcase and push it.
12. Go to the upper deck and speak to Suzanne.
13. Ask here everything. [08:40]
14. Go to the smoking lounge and speak to Tom.
15. Ask him everything. [08:50]
16. Go to the main deck, port side bow and open the first door.
17. Ask Julio everything. [09:10]
18. Go to the dining room and ask Father Fabiani everything. [09:30]
19. Go to the smoking lounge.
20. Take the piece of paper under the chair Tom sat on. [09:40]
21. Read the piece of paper and go to the left (the bar).
22. Talk to Suzanne, Ask her some more questions [09:50]
23. Go to Tom and Rose Logan's cabin and ask him all the new questions. [10:00]
24. Go to Raoul's cabin.
25. Take the key just above the suitcase (on the rug) [10:10]
26. Go to Niklos' office.
27. Insert the key in the rolltop desk lock and open the jewelcase.
28. Examine the clasp [10:20]
29. Take the Thank You note [10:30]
30. Read the Thank You note and go to the diningroom.
31. Open the drawer of the left closet and examine the drawer.
32. Take the invitations. [10:40]
33. Read the invitations.
34. Go to the main deck, port side bow and walk down out of the screen. [10:50]
35. Go to the bar and speak to Suzanne.
36. Ask her all questions about Tom.
37. Go to the Rear hall and speak to Dick (ask all questions). [11:00]
38. Go to the Laundry room and search the left basket.
39. You will find a necklace, open the necklace and examine the necklace [11:10]
40. Go to the Rear hall and talk to Dick.
41. Ask him about the necklace and Agnes. [11:20]
42. Go to the upper Toilet and take the soap.
43. Go to the Main deck, port side bow and knock on the last door.
44. Open it and ask about Thank You note (plus all new questions). [11:30]
45. Go to Raoul's cabin and speak to Julio.
46. Ask him about the Bell Tower and Agnes). [11:40]
47. Go to Suzanne's cabin and open the left wardrobe.
48. Search the Cosmetic case, take the Prescription. [11:50]
49. Read the Prescription and then go to the bar
50. Take the bottle and the glass. [12:00]
51. Go to the Upper deck and speak to Suzanne, serve a drink. [12:10]
52. Ask her all new questions. [12:20]
53. Go to the Butler's cabin (wait until he's done).
54. Ask him everything, go to the Smoking lounge and speak to Tom.
55. Ask Tom all about Agnes).
56. Go to the Main deck, port side bow and knock on the last door.
57. Open it and ask him all about Agnes (enjoy the scene). [12:30]
58. Walk down the screen and look through the Porthole. [12:40]
59. Go to Suzanne's cabin, open the right wardrobe.
60. Search the Pile of laundry. [12:50]
61. Go to the Upper deck and speak to Rose.
62. Ask Rose ALL questions.
63. Go to the Bar and speak to Suzanne
64. Ask Suzanne about Tom's business and about Rose).
65. Go to Rebecca's cabin.
66. Ask REbecca everything. [13:00]
67. Go to Father Fabiani's cabin.
68. Open the second (from the left) wardrobe and take the pocketwatch [13:10]
69. Go to the laundry room and search the Pot (NOT THE WOMAN!!)
70. You'll get a key.
71. Go to the dining room and speak to Father Fabiani
72. Ask about Rose and Rebecca.
73. Go to the Main deck, port side bow and speak to Julio.
74. Ask about the pocket watch and watch the scene. [13:20]
75. Ask all about Rebecca and Rose.
76. Go to Daphne's cabin.
77. Ask her everything. [13:30]
78. Go to the Bar, speak to Suzanne
79. Ask about Tom, Rebecca, Rose and Daphne.
80. Go to the Dining room and speak to Father Fabiani.
81. Ask about Rebecca, Rose and Daphne. [13:40]
82. Go to Niklos' office and ask the butler about the pokergame (Fabiani). [13:50]
83. Go to the Upper deck and search the Bag (next to the chair). [14:00]
84. Ask Rose about Gun advertisement. [14:10]
85. Go to Tom's cabin and open the wardrobe and search the sheets.
86. You find a letter. [14:20]
87. Walk from the wardrobe and then read the letter.
88. Go to the Upper deck and fling the right lifebelt. [14:50]
89. Wait a moment. [15:00]
90. Go to Suzanne's cabine. [15:10]
91. Open the musicbox (next to the closet) and examine it...Pay attention!
92. Insert the small key, while the puppet is turning.
93. Block it (click with your left mousebutton on it).
94. You hear a click and then turn the key again.
95. A drawer will open, take the letter out of it. [15:30]
96. Read the sheet of paper and go to the bar (enjoy the scene). [15:40]
97. Take the purse next to the first door. [15:50]
98. Go to Daphne's cabin and ask her about Agnes' will. [16:00]
99. Ask about Suzanne's investigations/suspicions
100. Walk down one screen, enter the open cabin and listen to her story.
101. Walk down one screen, enter the open cabin. You'll get another story.
102. Outside, go to the Main deck, starboard astern.
103. Walk down the screen and you'll get ANOTHER story.
104. You have to enter the open door, of course).
105. Walk up one screen and follow the last finger (yes, really the last). [16:10]
106. Go to the Rear Hall, approach Dick and ask him everything. [16:20]
107. Go to Raoul's cabin and take the note (under your feet). [16:30]
108. Go to the Butler's cabin and watch the scene. [16:40]
109. Go to the Alleyway (in front of the Kitchen). Enter the kitchen
110. It has to be done this way (not from the map)!
111. Take the Can opener on the Furniture
112. Open the Hatch
113. Take Crowbar and use it on the small case right next to the big white one
(a little bit in the middle - not in the spotlight).
114. Take Tin, use Can opener on the Tin (a handgranate will pop out).
115. Use Crowbar on the loose plank near the elevator (left-under).
116. Take the Reel of film (inside the hole). [16:50]
117. Go to the Engine room and take the Screw driver on the left Can. (With the box on it.) [17:00]
118. Go to the Smoking lounge and pull the Film projector
119. Examine the Film projector.
120. Put the Reel of film on the Film projector.
121. Use the Screwdriver on the little screws.
122. Operate the green Switch.
123. Use the Screwdriver on the little screws and press the green Switch.
124. Watch the film!! [17:10]
125. Exit the film scene and go to the Rear hall. Watch the scene. [17:20]
126. Go to Suzanne's cabin, examine the body. [17:30]
127. Go to the Captain's cabin.
128. Take the Book from the Bookcase (you can only TAKE one of them). [17:40]
129. Examine the Book, open it, examine the Red inscriptions
130. You read: INCAL.
131. Go to Niklos' office and examine the Books in the Bookcase between the Book ends.
132. You will automaticaly place the found book in Book case.
133. Now you must arrange to books so that they form the word: INCAL (The left side must remain open.) [17:50]
134. A Secret door will open. Throw the Soap at the Secret door. [18:00]
135. Enter the Secret room (through the Secret door, simple eh?).
136. Examine the puppet (ugly), search Mafioso (right side of screen). [18:10]
137. Take Puppet. [18:20] (Exciting, isn't it?)
138. Go to the Smoking lounge. Show Puppet to Daphne (watch the scene). [18:30]
The game will take over from here until it's time to point your finger at the murderer (once they are assembled)...
(The killer was Dick Schmock)
Cruise for a Corpse - Documentation
CHARACTER BACKGROUND INFORMATION:
30th July 1926: LAUNCHING CEREMONY OF THE KARABOUDJAN III
-----------------------------------------------------------
Yesterday morning, a host of local dignitaries waved Mr and Mrs Karaboudjan
off as they launched Karaboudjan III from dock "26". The Karaboudjan III is
a superb 19th century sailing ship which has been renovated and modernised
in the shipyards of the old port. Mr Garcia, works supervisor, explained
the improvements which have been made to the boat: "It is an old sailing
ship that we have completely restored. We have also changed the structure
of the ship as some materials had deteriorated from bad weather. "The
Karaboudjan III belongs to business tycoon, Niklos Karaboudjan.
Mr Garcia continued his historic tale about the ship: "This boat belonged
to a pirate called one-eyed Jack. One-eyed Jack and his band terrorised the
seas of Europe. They attacked trading ships and such like.
Jack, with his pirates plundered anything which could be later sold on the
black market: cargos of spices, silks, whisky...
All the stolen goods were stored on the little island of Ligorni, situated
along the coast Sicily, to be sold or exchanged later.
One-eyed Jack was a pirate feared and sought by the entire world's maritime
police. Jack had one big vice: alcohol.
So it was that one October evening in 1820, Niklos Karaboudjan's great
grandfather, Anastopoulos Karaboudjan, found himself involved in a bet with
Jack.
Anastopoulos was on a business trip to the isle of Ligorni. In fact he had
a meeting with Jack to sell him weapons. That evening, Jack had already had
a lot to drink and owed Anastopoulos a fairly large sum of money for a
previous delivery of weapons. He made Anastopoulos a bet:
"I am going to get out a case of my best hooch and we'll see if you are
capable of drinking as many glasses as me. If I win my bet, I won't owe you
a penny, If you win, I'll give you a superb sailing ship that I stole this
week from an English spice merchant".
Jack was convinced that Anastopoulos would not be able to hold his drink as
well as him. He underestimated Anastopoulos, who had frequented the
murkiest bars of Europe and was used to very strong liquor.
Anastopoulos was not too pleased with his bet, as he was afraid of losing,
and had no need for such a sailing ship. He had come to his island with his
henchmen to recover the money that Jack owed him, but also to sell him more
weapons. Jack had been one of his best customers for many years, and
although he always paid very late, he had never really caused any problems.
Anastopoulos felt obliged to accept the bet.
The challenge began in the island's only tavern which was filled to
bursting. Every gulp made by the two protagonists was punctuated by loud
cheers from the noisy crowd.
To everyone's surprise, it was Jack who was the first to collapse. Jack, a
fair player, kept his promise and several months later delivered the
sailing ship to Anastopoulos. The sailing ship was in a pitiful state.
Anastopoulos passed the boat onto his son Savidis, who in turn passed it on
to his son Niklos.
Later, the sailing ship was stored in an old warehouse in the port of
Marseilles. A year ago, Mr Karaboudjan came to find me to get me to
renovate this old carcass. He told me he wanted to use it for organising
cruises with his friends.
We can congratulate Mr Garcia and his men who have accomplished a superb
piece of work and who have made this boat into a veritable masterpiece.
3rd March 1926: POLICE BLUNDER!!! Raid on the Cafe De Paris!
--------------------------------------------------------------
Last night at about 10.00pm, Inspector Raoul Dusentier and his men
carried out a raid on one of Paris's most fashionable restaurants: the
Cafe de Paris.
The police were looking for a dangerous criminal who was supposed to be
in the Cafe de Paris that evening. Everyone who was dining in the
restaurant was taken away. Mr Dusentier explained that he had to take
everyone into custody to be sure that the man they were looking for did
not escape. Now, the man in question did not happen to be there. Mr
Dusentier made his humblest apologies to the persons detained, and he
hastily released them. He had evidently been misled by one of his
informers. Mr Karaboudjan, a businessman currently very much in the
public eye, was dining, amongst others, that night at the Cafe de Paris.
We asked him about the indelicate practice of the police. This is what
he had to say: "Don't be too hard on these police officers.
They were only trying to do their job and they made an unfortunate
mistake. It can happen to anybody. We shouldn't criticise them, as we
are only too glad to have them around when we need them.
It is just a shame that I was unable to finish the duck I was eating, it
was excellent."
A declaration which will certainly put Mr. Dusentier's mind at rest.
26th June 1926: SOCA LAMBADA ABANDONS THE RACING GRAND PRIX AT ANTIBES
------------------------------------------------------------------------
Julio Esperanza y Soca Lambada, son of the famous industrialist Pedro
Soca Lambada retired from the grand prix of Antibes on the sixth lap.
Soca Lambada was in fourth position at the time and had had a very good
race. Unfortunately he was let down by his car's engine. This is the
second time this season that Soca Lambada's engine has caused him
problems. It is even more of a shame since Soca Lambada has undeniable
qualities as a driver. He should have another look at the mechanics for
future races! Julio doesn't have anything to worry about with regards to
the future of his team however, as it is generously financed by his
father's business.
26th June 1926: SALE OF PARIS'S HOTEL ROYAL
---------------------------------------------
One of Paris's most beautiful private hotels, the Royal, was sold
yesterday afternoon in the officeof the notary Maitre Logan. The
purchaser wished to remain anonymous. The former owner, Mr Fabre seemed,
on the other hand, greatly saddened by the sale: "I had no choice. My
business was in considerable debt and my only solution was to sell .
This private hotel has been in our family for six generations."
We asked Mr Fabre to reveal the name of the purchaser. But it seems that
the purchaser has given Mr Fabre instructions to keep this a secret. Mr
Fabre did however tell us, "The only thing I can say is that the
purchaser has paid a ridiculously low sum in relation to the value of
the hotel. However, I had no choice as I was being cornered by my
creditors.
5th December 1926: AUCTION SALES IN FRONT OF NOTRE DAME CATHEDRAL IN PARIS
--------------------------------------------------------------------------
Father Fabiani is today organising an auction sale to finance the
renovation work of the cathedral's windows. Amongst the objects to be
sold are religious frescoes and books dating from the middle ages.
Father Fabiani calls on your generosity and hopes that many of you will
come..
12th January 1927: FIRST PERFORMANCE OF THE TENOR PAZAGLI AT THE OPERA DE PARIS
----------------------------------------------------------------------
Last night the Paris smart set were jostling one another at the opera to
applaud the first performance of Marce Pazagli, the tenor.
Pazagli is one of Italy's most celebrated tenors. His last performance
at La Scala, Milan, once again had the audience in raptures.
His forst performance in France was a triumph and received a standing
ovation. In the boxes, the presence of numerous celebrites was noted,
amongst them the enticing Mrs Karaboudjan. To everyone's surprise, she
was not accompanied by her charismatic husband, but by two charming
bodyguards.
**************************************************************************
REFERENCE MANUAL FOR THE CINEMATIQUE SYSTEM
-------------------------------------------
CONTROLLING THE HERO
----------------------
A. MOVING
To move Raoul within a room, point the mouse cursor at the required
destination and press the LEFT mouse button. Raoul will then move to
that location, avoiding any obstacle in his way.
To go to a different room, place the cursor over the door or the exit
displayed on the screen and press the LEFT mouse button.
B. MANIPULATING YOUR ENVIRONMENT
Each room contains a large number of objects, any of which could be
clues, vital to the progress of your investigation.
To find out about the actions you can use on an object, place the
mouse cursor over it and press the LEFT mouse button.
A list of verbs relating to the selected object will be displayed.
Place the mouse cursor over the relevant action verb (the highlighted
verb will then change colour) and press the LEFT button.
Raoul will then carry out the order you have given him.
If you choose not to use any of the proposed actions, move the cursor
within the menu (all the verbs will then be the same colour meaning
that none has been selected), then press the LEFT button to exit the
list.
It is important to know that only actions which can be executed on the
objects immediately are displayed on the list.
EXAMPLE: Raoul is in a room containing a chest of drawers. Let's
suppose you wish to examine the contents of one of the drawers and that
the drawer is closed. Move the mouse cursor over the drawer and press
the LEFT mouse button. A single verb will appear on the list: OPEN...
Nothing yet will allow you to search the inside of the drawer.
Select the verb OPEN ordering Raoul to open the drawer.
Then press again on the drawer and the following verbs will be
displayed: SEARCH , CLOSE
Now, all you have to do is select the verb SEARCH on the list and reap
the fruit of your efforts.
C. USING FOUND OBJECTS
Some actions are likely to be possible only when the object is in your
possession... For example, you will need to take a letter before you
can read it, a jacket before you can wear it..etc...
To display the inventory of objects carried by Raoul, simply press the
RIGHT mouse button.
If you want to affect one of the objects displayed in the inventory,
move the mouse cursor over the name of the object (it will then change
colour) and press the LEFT mouse button.
The list of actions associated with that object will be displayed
instead of the inventory. Point the mouse cursor to a verb (which will
then change colour) and press the LEFT mouse button.
Remember, only actions possible immediately will be displayed on the
list.
EXAMPLE: Raoul has just picked up a small ball of paper and you want to
READ what it says...
Press the RIGHT mouse button and display the list of objects carried by
Raoul. Then, point the mouse cursor to "piece of paper" and press the
LEFT mouse button to call the following list: EXAMINE, THROW, SHOW,
SMOOTH OUT.
Select the verb SMOOTH OUT on the list. Raoul will then smooth out the
piece of paper. Now recall the inventory and select the "piece of
paper"... The list of verbs associated with it is now as follows:
EXAMINE, THROW, SHOW, READ.
All you need to do is move the mouse cursor over the verb READ and
press the LEFT mouse button.
D. ESTABLISHING LINKS BETWEEN OBJECTS
It is very likely that the objects you will find at various locations
have not been placed there by chance and the odds are that at some
stage in your quest, you will have to make the most of your
opportunities. Use your powers of deduction, flair and intuition to
try and guess the link between particular objects.
Although these relationships are, on the whole, easy to establish (a
key goes into a lock to unlock a door, a pickaxe digs an opening into
a rock), sometimes it will take more time. Don't lose heart immediately
because there is ALWAYS a solution.
When you think you have guessed the link between two objects, try it
out to check your deduction.
Here are some examples which illustrate the way to establish a
relationship between one object and another...
A: You have a key... In front of you, a locked door just asking to be
opened.
-Press the RIGHT button to call the inventory.
-Choose the "key" from the inventory.
-In the new list of verbs, select the verb "put in"...A control
phrase will be displayed "key:put in..." to remind you that you
must now select the object in which you wish to put the key...
-Move the cursor over the lock and press the LEFT mouse button...
Raoul will execute the action.
B: You still have the key and you have just found a small box. The key
and the box are both in the inventory and you will try to open the
box with the key...
-Press the RIGHT button to call the inventory.
-Select the "key" from the inventory.
-Select "Open.." on the list of verbs relating to the key.
-Press the RIGHT button again to recall the inventory.
-Now, move the mouse cursor over the word "box" and validate with
the LEFT button to execute the opening of the box with the key...
C: A pile of records on a table and, nearby, a record player.
You want to listen to a record...
-Move the cursor over the pile of records and press the LEFT
mouse button
-The list of verbs associated with the pile of records is now
displayed. Choose "Put on...". The following control phrase is
displayed "record: put on..." reminding you that you need to
decide where Raoul must put the record
-Move the cursor over the record player and press the LEFT button
to validate the action of "putting the record on the record
player" and listen away.
E. DIALOGUE
An investigation conducted according to the rules must begin by a close
interrogation of the suspects.
When a character is in the room, move the mouse cursor over him/her and
press the LEFT button to display the list of actions. Select the
verb "speak" to start the conversation...
A list of topics of conversation classified by heading will be
displayed. Each heading includes all the topics of conversation
relating to a character (except the heading "objects found" which
allows you to question the suspects on the objects you discovered
during your investigation).
EXAMPLE
You want to question Father Fabiani about Julio's taste for computer games.
When you go into dialogue mode, the following menu will be displayed:
TOM
FABIANI
SUZANNE
JULIO
HECTOR
OBJECTS FOUND
THANX FOR YOUR HELP
Place the mouse cursor on "Julio" and press the LEFT button. A sub-menu
with all the topics of conversation having a link with Julio will be
displayed: JULIO
HIS PASSION FOR GAMES
HIS LOVE OF PLANTS
HIS RELATIONSHIP WITH SUZANNE
OTHER TOPICS...
Move the cursor over "his passion for games" and press the LEFT button
to receive Father Fabiani's answer.
According to the answer, one or more topics will be added to the list.
Some minor topics will merely pad out the conversation and allow you to
obtain more detail on a particular theme.
These temporary topics are easily recognizable as they are displayed
dark in the menu.
EXAMPLE
Let's suppose that the priest's answer to the previous question is :
"Julio has a passion for adventure games, especially DELPHINE's...
"There would be two new temporary themes in the menu "Adventure Games"
and "Delphine"... These themes may bring up others.
In some instances, the new topic is vital to the progress of your
investigation. It will then be displayed permanently on the list
(in white) and you will be able to question someone else on the same
topic.
To exit the conversation, choose the heading "thank you for your help"
on the list.
When you are in a heading sub-menu, select "other topics" to go back
to the main headings menu.
THE USER MENU
This menu offers functions which are not part of the actual game but
which will allow you, for example, to save or reload a game...
You access this menu by pressing both mouse buttons simultancously.
RESTART: to restart a game from the beginning.
SAVE DRIVE: to tell the program on which disk you wish to save.
SAVE GAME: to save the current game onto a disk. At the prompt, insert
the save disk.
A directory of games already on the disk will be displayed.
Choose a slot and validate.
If there is not slot available in the directory, use a new
save disk or save over an existing game.
LOAD GAME: to continue a previously saved game. At the prompt, insert
the save disk.
The list of saved games on the save disk will be displayed.
Move the mouse over the name of the game to be loaded and
validate.
NOTE: You can save a game as long as your hero is alive. We recommend
that you use this option regulary and everytime the situation is
dangerous. During some animation sequences, where you not have to
guide your character, you will not be able to save the game. Don't
worry, nothing very dangerous can happen to you during these
sequences or it's too late to take action!
HINTS AND TIPS FOR BEGINNERS
If this is the first time you have played an adventure game, here are
some tips :
-Examine all the objects in your location
-Read carefully all the comments displayed as they may hold important
clues for the rest of your adventure.
-Pick up as many objects as possible.
-Consider the various possible uses of the objects you have.
-Activate everything you can.
-Talk to as many people as possible, they may put you onto a lead.
-Save as soon as you feel some danger.
-However, if you are stuck at somestage of the game, try and check
whether you have forgotten an object or whether you have failed to
do something earlier.
-Every problem has a solution - ALWAYS.