"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

     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

     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

     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

     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

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