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Page 1: Cutthroats documentation Home of the Underdogs ...lucasabandonware.free.fr/manuels/Cutthroats.pdf · every bit of it!" For 10 years prior to their Pagu adventure, the two had run
Underdogs
Cutthroats documentation Home of the Underdogs http://www.the-underdogs.org/
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True Tales of Adventure

RAMBLING WITH JACKA LETTER FROM THE EDITOR

In the brotherhood of true adventurers, no name wasmore revered than that of Moose "Moose" Llasko. Isay "was" because it saddens me to report that"Moose" has passed into the Great Beyond, a victimin a hopeless wrestling match with a giant octopuswho attacked his underwater bagpipes quartet.

I always admired "Moose" because in many wayshe reminded me of myself. Like him. I wasn't exactlyborn with a silver spoon in my mouth. Oh. no. A kidgrowing up in Hell's Kitchen learns pretty early aboutsurvival of the fittest. Or he doesn't survive. 1 re-member, for instance, the time in kindergarten whenI dropped my crayon and little Danny Esterhazykicked me in the teeth. And then there was the timewhen I was holding the ball for a field goal in theThanksgiving Day game, and Danny Esterhazy delib-erately missed the ball... and kicked me in the teeth.But most of all, I recall my senior prom. And how mydate and I snuck outside the rec hall for a little neck-ing. There was a light, cool breeze in the air. and thefragrance of the river was in our nostrils, and I couldfeel the wet grass through the holes in the soles of mytwo-tones. It was a magic moment indeed-and thenand there, gazing into my girl's eyes, I made the mostimportant decision of my life. I knelt down on oneknee, and began stammering my proposal. And shekicked me in the teeth. I later found out Danny Es-terhazy had paid her to do it.

I learned a lot from those childhood experiences inHell's Kitchen. I learned that life is a jungle. I learnedthat after a certain point, all the reconstructive dentalsurgery and expensive braces in the world won't makea bit of difference. And I learned the real survivors arethe ones who end up in the NICE UPTOWN OFFICEBUILDINGS with GORGEOUS SECRETARIESand jobs which let them SEE THE WORLD andWRITE WIDELY READ EDITORIAL OBITUAR-IES about their FAMOUS FRIENDS! Think aboutthat while you're peddling papers at your cornernewsstand, Danny Esterhazy. you bum.

Anyway, this issue is dedicated to Moose "Moose"Llasko, a real nice guy.'Til next month,

Jack "Jack" ZumwaltManaging Editor

OUR READERS' OWNTRUE TALES OF ADVENTURE

Steaming in the TropicsThe Mogga Beast is dead. None of the natives daredbrave its poisonous tentacles and lashing spiked tail,so they hired me to do the dirty work for a cool millionclams. After chumming the water near the Great Reefto stir up the creature's bloodlust, I dove in andwatched from beneath a coral arch. Not one minuteafter I'd reached my hiding place, I saw Mogga slither-ing through the murk, all fifty horrifying feet of thebrute. And he saw me-my bubbles had given meaway.

It was do or die. The beast was almost upon me be-fore I'd uncapped the dart. He took a swipe at me withhis anterior tentacle, but in his frenzy, he missed by ahairbreadth. And that gave me the split second Ineeded to pump 20 cc's of stryclinine into his gapingmaw. That night, I delivered Mogga's head to thechieftain.

My problem is this: Does anybody have any sug-gestions on where I can unload 1673 bushels of cherry-stones? Fishmarkets. rush your orders now! Thesethings are starting to stink up the joint.(Name withheld by request)P.O. Box 3Lesser Wug-Iukka AtollNear Mindanao

Dune BuggiesThe name has been bandied about in the press to suchan extent that I need not identify the subject of thisletter. Suffice to say that this great explorer boldlythrew caution to the wind and championed my effortto locate the phantom pyramid whose existence myfather had postulated. That the quest ended in inde-scribable horror is the world's tragedy. In the wordsof The Bard: "Sleep well, heroic soul. O! let/ Notdread Isis' sandfleas in thy khakis get."Ms. Rose Ellingsworth(Address withheld by request)

Requiem for a LightweightThe rat had it coming! Commandeered MY expedi-tion, and cut me completely out of the action. Don'tbelieve one word of that sob story the Ellingsworthdame is leaking to the media. And if anyone's inter-ested in an assistant's job for an exploration outfit, youcan shove your resumes! From now on. I go it alone.Craige(Address withheld by force)

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True Tales of Adventure

THE RETURNOF THE NATIVES.

Ray Lilly and Bill Burroughs knew there was a fabulous treasurelying somewhere below the dark waters off Pagu Reef.

All they had to do was find the right natives to lead them to it.

"IT'S TRUE!" say the in-trepid adventurers in unison."We won fame and fortune inthe South Seas!" Today, Rayand Bill live a life of opulence intheir Florida Keys compound.And, as Bill says. "We earnedevery bit of it!"

For 10 years prior to theirPagu adventure, the two hadrun a marginally successful sal-vage business in the FloridaKeys. Then one day, Ray de-cided they should return to theSouth Sea island of Pagu wherehe had been stationed as aMerchant Marine just before the Korean War. Thirtyyears ago, Ray had heard Pagu's Pug Pap tribesmentalk of rare gems that were trapped in ancient sunkenwrecks off Pagu.

"Luckily, I believed every word of it," Ray said,"and I knew that the only way to get a crack at thattreasure would be to 'go native.'"

Lilly recalls: "After life in America, it was tough be-coming a native again. But we learned to adjust to thePug Pap ways—the hammocks, the Yik Fish Stew,the roast grubs and the 'dress.' Of course, Bill and Iweren't trying to be Margaret Mead-type anthropolo-gists; we were strictly in it for the money.

"After about eight months of acculturation, wewere able to recruit two PUR Pap guides who wouldtake us out on the reefs to some of their sacred fishinggrounds. 'Magic Lim' and 'B.C., 'as we called our twocompanions, proved to be able, if somewhat supersti-tious, partners. They refused to dive. But they did

show us where some of thewrecks 'might' be found.

"We worked some of theworld's most treacherous wa-ters in those two years. Deepcuts between islands wherethe current came through like afreight train. Underwater cliffs.And shark-infested reefswhere no man had ever divedbefore.

"Finally, in our twenty-firstmonth, we started findingsome giant rock outcroppingsthat looked like the hulls ofships. After eight dives to one

particularly promising site, we hit pay dirt. Bill wentdown about nine fathoms, and 1 was up top on sharkwatch with B.C. Suddenly, Bill burst to the surfaceholding a fiery red rock about the size of a golf ball inhis hand. When the sun hit it and it sparkled, my heartnearly came out of my throat. It was the biggest ruby 1had ever seen.

"The rest, as you know, is history. We spent thenext three months hauling gems out of thebelly of the old boat and ferrying them back to theisland. Eight million dollars worth. We unloaded mostof the take in Hong Kong, then flew back to Paguwith a team from the Natural Graphic Society. Theyhad hoped to bring the old stone boat up. It was tooheavy. But Bill and I had what we wanted. We weremillionaires!"

Editor's note: Burroughs and Lilly have established a Trust Fund fornative tribes of Pagu and neighboring islands as thanks for their unflaggingassistance throughout the operation.

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True Tales of Adventure

DANGERAT FIFTY

FATHOMS!by Hoble Brinston

"IT'S TRUE!" THE NATIVESHRIEKED. "BIG PEARL-BIG LIKE A MONSTER!" Sure,I'm a deep-sea diver. Who isn't?Have been almost all my life. Butthat doesn't mean I've ever runinto a 2,000-pound oysterwrapped around a 400-poundpearl. I mean, gimme a break!

I stared at the pitiful native and narrowed my eyes. Itried to imagine a pearl that large and how I could get aphotograph of it for this issue of TRUE TALES OFADVENTURE.

"Yeah, sure," I quipped in true adventurer's fash-ion. "And where did you see this pearl?"

The wretched native shuffled his feet and stared atthe sand, digging his big toes into the gleaming whitesilica. "You pay, and I take you there," he said.

Sounded fair to me. I had the underwater camera.some unused film and some dough from a risky but

profitable raft trip up the Congo, so I was halfwaythere already. I figured I'd better outfit myself for thedive, though, since cameras don't help you breatheunderwater. And the first thing I needed to know waswhat kind of equipment I would need.

"It's true," I thought as I wandered over to the marinaand checked out what they had. The standard stuff".scuba equipment, was something I was very familiarwith. I knew what kind of tanks I'd need, and I alsoknew that I'd need fins and a wet suit.

Scuba gear, as all you divers know, has its limits.You wouldn't want to go mucking about in the deepblue sea deeper than 250 feet or so in scuba gear.You'd use up your air so fast , you wouldn't even havetime to blink!

The marina had a complete line of deep-sea divinggear, too, which included diving suits, air compres-sors and those cute metal helmets.

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True Tales of Adventure

Anyway, I figured since the native diver had spot-ted the pearl in the oyster and he'd done it withoutdeep-sea diving equipment, all I'd need for a success-ful dive was the scuba stuff.

I made sure my tanks were fully charged (no senserunning off half-cocked) and loaded the stuff onto theboat. The native arrived at just the right time for us tocatch the tide, and we took off onto the ocean blue,whitecaps just starting to form.

If he'd been much later, we would have had to putoff the whole expedition, but he seemed to have anintuition about when the tide would be in. At low tide,it would have been treacherous and downright suicidalto depart from the tiny harbor, possibly puncturingour bottom on the coral reefs, in the attempt.

"Cocktails for Two""It's true," the person in the marina warned. "Divetoo deep in scuba gear and you can end up in morewater than you can shake a stick at." Well. I surefound myself over my head on this fateful day, and if itwasn't for.. .well, if it wasn't for my quick thinking anddecisiveness, I wouldn't be relating this true storyright now.

Anyway, it seems I stayed down a little too long. Ormaybe I dived a little too deep? But there I was withmy camera on the ocean floor, with this huge mother-of-pearl staring me right in the kisser. I quickly un-folded the camera and set it up, getting just the rightangle.

1 had been fiddling with the focus and the exposuresetting quite a while when I suddenly got this creepyfeeling that I was being watched—that I was notalone! I looked around, but all was still. Suddenly,something moved about 20 feet in front of me! It wasbig- too big for me to ignore. Could have been a bar-racuda, or a shark, or any one of a hundred horribletilings. I dared not move, but the bubbles from my airtank continued to rise and made my location a deadgiveaway.

A few more minutes passed, and nothing hap-pened. Nothing in front of me moved. I shook myhead, figuring my imagination was playing tricks onme. I realized that the huge oyster was there beforeme. mouth starting to open wide, and the time for tak-ing the picture I'd carefully planned for was now.

As I looked through the viewfinder, somethingstrange happened. From behind me I heard a voice, awoman's voice, humming! I turned around as quick asa dart fish, but only in time to see the colorful caudalfin of some large fish swimming away.

By now I was sure that I was hallucinating: nitrogennarcosis, perhaps, was setting in. I figured I had only

five more minutes underwater before I ran out of aircompletely. Once again. I looked through the view-finder and saw the incredible pearl in perfect focus. Ireached for the shutter release. "Now," I coachedmyself. "Take the picture and go up."

"Focus in and find the finest." a voice said behindme.

I whipped around and there, smiling at me, headtilted coyly, was a beautiful mermaid! I stepped backin wonder and awe: I vaguely recall bumping into mytripod and watching my camera fall onto the pearl. Theoyster closed up. and my camera was gone!

The mermaid laughed. "Specially focused with anarrow, even beam." she said.

My initial shock turned to curiosity-and fear. Wasthis magnificent underworld creature trying to tell mesomething, or warn me of some danger? If so, I couldnot decipher her cryptic messages. But before I couldthink of something to say. she sang. "Compact,efficient and rechargeable." Then, with a wave of herhand and a flip of her tail, she was gone!

Oh. how I wish I could have followed! But as Fatewould have it, I had barely enough oxygen to get to thesurface. Sadly, I looked one last time at the closedoyster, which contained my expensive equipment anda much more valuable gem. Longingly, I looked to-ward the shadows into which the mermaid had disap-peared: but there was, of course, nothing to see, and Istarted up. I began my ascent not a second too soon,for my tanks were empty when I reached the surface.

"The pearl!" the native shrieked. "Did you seeit?"

I nodded my head. I had seen it all, and it's all true.

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True Tales of Adventure

REFURBISHEDREGULATORS

Better Than New!Whether you're diving in the icy waters of theNorth Atlantic or the sandy depths of the SouthPacific. you want a regulator you tan trust. That'swhy so many divers use Imperial refurbished reg-ulators: a thermoplastic valve system prevents ice-up in even the coldest waters, and a l l Imperialproducts are 100 percent corrosion-free. Mostother regulators require adjustments in the first orsecond stages of diving, but Imperial refurbishedregulators adjust automatically, maintaining asteady flow for easy breathing.

DID YOU KNOW...?There are 598 cherrystone clams in a bushel.

SEND US YOUR TRUE TALES OFADVENTURE-AND WIN!

IT'S TRUE! You too can be a TRUE TALES OF AD-VENTURE contest winner. Just tell us in 200 wordsor less about your own most amazing TRUE TALEOF ADVENTURE, no matter how wildly imaginativeit may be. We'll believe almost anything. And if yoursis one of the top 10 entries selected, you'll receive asyour prize the Infocom interactive story of yourchoice! So, true adventurers, start writing now. Mailyour tale along with your name and address and thename of the Infocom interactive story you want to winto: TRUE TALES OF ADVENTURE CONTEST,c/o Infocom, Inc., 55 Wheeler Street, Cambridge,MA 02138.

Enclose a self-addressed, stamped envelope if youwish to receive a list of the winners. All entries be-come the sole property of Infocom, Inc. Employees ofInfocom, Inc., and its advertising agency not eligible.Contest ends December 31,1985.

NEPTUNE'SBRITE-2000

Focus In and Find the FinestDon't go diving without Neptune's Brite-2000, the best underwater light sourcemoney can buy! Who knows what trea-sures await you in the rich dark deep—IFyou can see them! Our super-deluxe un-derwater flashlights are specially focusedwith a narrow, even beam. Compact,efficient and rechargeable, Neptune'sBrite-2000 is ideal for day or night diving!

Available in all fine underwater lightsource stores.

UPDATEIn our last issue, we reported that Stan Newberrywas offering Photo Safaris in and around Whaler'sCove. TRUE TALES OF ADVENTURE has learnedthat Stan drowned last month; apparently a defectiveregulator is to blame. Stan's son Skip will now lead theunderwater safaris.

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unwanted fish!

If you can answer YES to ANYof thefollowing questions, you should enrollin the MATCHBOOK ACADEMY OFHOME SPEARFISHING right now!• Do you like seafood?• Do you own a swimming pool?• Do you love the great outdoors?• Do you ever feel the urge to shoot a

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RUSH $9.95 TO MATCHBOOK UNIVER-SITY c/o "TURGID EDDY" TODAY ANDRECEIVE YOUR FIRST LESSON INHOME SPEARFISHING IMMEDIATELY!

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I N T R O D U C T I O N

FROM THE TIME IT WAS FOUNDED by Reverend Ezra Gladstone and his

followers in 1692 until the decline of the fishing industry in the1930s, Hardscrabble Harbor was an important port for the sailing

ships of the world. Its deep channel offered sufficient draught for

everything from sloops to the giant five-masters of the late

nineteenth century. (Islanders who remember the Harbor's boom

years say that at times there were more foreign sailors roaming the

Wharf Road than there were Hardscrabble natives.)

However, like any other seaport, Hardscrabble has its

treacherous shoals and narrow straits. Consequently, a side effect of

the great sea trade was a number of shipwrecks. This volume

concerns four of the most famous vessels to go down in our waters:

the Sao Vera, the H. M. S. Intransigent, The Fianna and the S. S. Leviathan.Many stories have sprung up over the years in regard to the fates

of these ships. Some of these tales are based on fact; others arc little

more than strands in the fabric of local legend. By searching through

the town archives (and in the case of the Leviathan, conductinginterviews with survivors), we have endeavored to separate truth

from fiction.

While the subject of this book is one of tragedy and great loss of

human life, we hope it will prove enlightening to the reader, as well

as valuable to anyone who might wish to explore these old and

historic wrecks.

THE HARDSCRABBLE HARBOR HISTORICAL SOCIETY

August 1937

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S A O V E R A

THE SAO VERA WAS ONE OF THE FIRST transatlantic cargo ships, carryinggold coins and jewels to Portugal from its colonies in the NewWorld. The ship was built to carry a crew of 110, and had a widestern to allow for a great cabin aft in the style of the largemerchantmen of the day. One of her most striking characteristicswas a figurehead in the shape of a lion.

Dame Fortune seems to have smiled on the Sao Vera at first.During her maiden voyage, she struck a reef near the island ofSanto, but against all odds limped to the Brazilian mainland with noloss of life or cargo. A year later, the Spanish set fire-ships laden withexplosives adrif t in Recife Harbor, destroying much of thePortuguese merchant fleet moored there; the Sao Vera, however, wasin dry-dock for repairs and escaped unscathed.

Tragically, her luck failed to hold out through the succession ofviolent gales that pummeled her in the fall of 1698. The first of theseblew the ship off her course for Rio de Janeiro in mid-October,causing severe damage to the hull. Before this could be repaired, asecond gale swept down on the Sao Vera, carrying her into the watersnear Hardscrabble Island, where she foundered for days. The fatalblow was struck when a third vicious storm broke upon the disabledvessel. The captain, Juan Estabandel Cano, went down with his ship,and all hands save two were lost. The survivors managed to maketheir way to Chocteague Neck by clinging to a broken spar. Theywere pulled from the icy waters, frostbitten and near the point ofhysteria, by passing fishermen two days later.

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H. M. S. INTRANSIGENT

THE INTRANSIGENT WAS A BRITISH WARSHIP of the frigate variety. She wasused by the Royal Navy pr imari ly for patrolling the sea lanesbetween Africa and North America in the eighteenth century,although it was rumored that one of her skippers, "Icy Will" Bose,secretly employed the ship for smuggling slaves and ivory to thecolonies.

This man-o'-war was armed with 40 guns and led a colorfulhistory. In 1745, for example, she was attacked by corsairs whileanchored off the Ivory Coast, but managed to escape by cutting hercable. Three years later, she was engaged in an action against aFrench convoy near Gibraltar. Disaster was turned to victory,however, when the captain of the Intransigent, Sir Harle Perkins,skil lfully lured the enemy into the Straits, where a detachment ofBritish warships waylaid and routed the French forces. Piratescommandeered her for a brief time in 1759 by attacking at night andoverpowering the sleeping crew, but they were caught and hung onwhat was then known as Hispaniola (an inland which has since beendivided into the Caribbean nations of Haiti and the DominicanRepublic) shortly thereafter.

Captain Bose took command of the Intransigent in 1761. It sankunder extremely mysterious circumstances five years later, in 1766.Bose, who was said to have survived, was never heard from again. Anumber of unreliable sources reported him l iv ing in l u x u r y

eventually died in a duel over a certain lady of British nobility. Noneof these tales has ever been substantiated.

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THE F I A N N A

THE FIANNA WAS ORIGINALLY KNOWN as the Gloria Dieu, a British tea clipperbuilt for speed to race across the great distances of the China Traderoutes. She was designed by Phineas Hayes, then commissioner ofChatham Yard, and was laid down in Woolrich in 1869. The vesselwas composite-built; that is, while she was an ironclad, her keel,stem and sternpost were of wood.

The Gloria Dieu did very well at the tea trade, and later, when theSuez Canal put it at a disadvantage to the newer steamships in thatline, she was converted over to the Australian wool trade. It waswhile she was sailing from Melbourne to Liverpool in late 1878 thatshe was attacked, boarded and hijacked by "Iron Mike" Quinn, thelast of the great pirates. Iron Mike's men ruthlessly murdered theentire crew of the Gloria Dieu, and the pirate king himself re-christened the clipper "The Fianna" after a legendary band of Gaelicwarrior heroes. The next nine years were bloody pages in the storyof the vessel. Under Iron Mike's iron hand, the cold-bloodedlyefficient buccaneers pillaged and plundered the high seas, raidingmore than 150 merchant ships.

There are several widely disparate versions of how The Fiannafinally went down. The most believable of these stories is that afterIron Mike and his crew relieved the Scottish mercantile vesselDonalwald of its cargo of rare whiskey in 1887, they failed to notice apartially submerged ledge located to the northwest of HardscrabbleIsland. It is believed that currents caused her to drift from the pointwhere she was lost.

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S . S . L E V I A T H A N

IN 1903, HOLLYWOOD CRUISE LINES announced its intention ofconstructing a new 30,000-ton express steamer. The Leviathan was tobe the last word in all that constituted luxury, from the extremelyrare materials used in the decoration and paneling of the ship's manysaloons and lounges to the extraordinary plushness of the privatesuites and cabins. The Leviathan was also designed to be faster thanany competing cruiseship of her t ime — wi thout sacr i f ic ingpassenger comfort.

The vessel's speed might have saved her had it not been for a last-minute compromise by the directors. A decision was reached toincrease the amount of space allotted to first-class passengers.However, because of the extravagant size of each first-classcompartment, it was necessary to "borrow" space from other partsof the ship.

This ultimately resulted in a modification of the hull, whichcompromised the Leviathan's abil i ty to achieve her originallyspecified top speed. Otherwise, she might have been able tooutdistance the German warship that sent her to the bottom nearHardscrabble Island in 1916—at least long enough for help to havearrived. As it was, all passengers escaped in lifeboats, but Mr.Alexander Moorehead's famed stamp collection, encased in glass,was lost, along with many other items of value. The Germans laterexcused the sinking by claiming that the U.S. was using the Leviathanto ship weapons to Europe, but this accusation was neversubstantiated.

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OUTFITTERSINTERNATIONAL

FALL/WINTERSUPPLEMENTAL

PRICE LISTAUTHORIZED SALESAND SERVICE

OPEN ALL YEAR ROUND

MARINA FACILITIES

LAUNCH, HAUL & REPAIR

SHIP CHANDLERY

RENTAL VESSELS

351 WHARF ROAD

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YOU'LL "KNOT" FINDBETTER PRICES ELSEWHERE!

"The tourist folks come here in June with aclean shirt and a ten-dollar bill ... and theydon't change either one the whole summer."(From Captain Haskell's Logbook)

Diving book .

Nautical charts

Flashlight

Dry cell

Small air compressor (rental) .

Tube of putty

C battery

Net

Spear gun

Compass

Location box

Portable electromagnet

Diving cage (rental)

Shark repellent canister

Winch

Anchor

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"U-TRAWL-IT"RENTAL VESSELS

THE NIGHT WIND44' trawler, sturdy,steady. Capable ofhandling heavy fish-ing and dirty weather.Maine built 1970.

Wheelhouse, split Deme winches and riggingnew 1981. Loran, radar, recorder. Rigged forsnapper/grouper fishing. 1000 gals, fuel, 500gals, water capacity. 10,000 Ibs. fish hold. 453Detroit Diesel. Pot hauler, hydraulic steering.2" shaft, Quad nickel propeller, deck hatch,bilge pump, fuel-water strainers, 8" fiberglassmuffler. Can be transported on existing tripleaxle trailer. Now in water and completelyseaworthy.

THE MARYMARGARET55' salvager, idealfor deep-water recla-mation jobs. Oakconstruction. Over-hauled V8-71 Detroit Diesel, Allison gear.Electronics, rigging, ground tackle. Well out-fitted, fast, dependable. Finished fo'c'sle, 20'tower, 16' pulpit. Cuttyhunk built 1975. Sonar1/2 mile color, color sounder, radar, loran, VHP,CB, hydraulic steering, s/s hydraulic and fuelsystem, s/s prop and rudder basket. 1400gals, fuel, 600 gals, water capacity. Comescomplete with deep-sea diving gear, includingcompressor.

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Instruction Manual forCUTTHROATS

In CUTTHROATS, you are a skilled diver living onHardscrabble Island, a small seaport past its prime. You willtry to salvage a sunken treasure from one of four ship-wrecks; if you are successful, you will be fabulously wealthyand enormously respected among old salts. Some charactersin the story will help you; others will try to stop you anyway they can. If you can think logically and keep yourthroat intact, the treasure can be yours.

There is more than one shipwreck in CUTTHROATS,but in each story you will be trying to recover only oneparticular treasure. When you restart the story, you may findyourself diving for a different treasure.

As in all Infocom interactive fiction, CUTTHROATSunderstands a very large vocabulary. Appendix B (page 18)lists several commands that will be useful in your adventure.Some of the commands listed are found in all Infocominteractive fiction; others are included especially for CUT-THROATS. All adventurers will want to familiarize them-selves with this list.

Table of Contents

An Overview Page 12• What is interactive fiction?• Moving around• Turns and scoring

Tips for Novices 13Eight useful pointers about interactive fiction

Communicating with CUTTHROATS 14• Basic sentences• Complex sentences• Talking to characters in the story• Vocabulary limitations

Starting and Stopping 16• Starting CUTTHROATS (“Booting Up”)• Saving and restoring• Quitting and restarting

Appendix A: Quick Reference Guide 17This section describes the most important things to knowabout interactive fiction. It is vital that you know all thesethings before you begin your adventure.

Appendix B: Important Commands 18

Appendix C: CUTTHROATS Complaints 19

Appendix D: Sample Transcript and Map 20

Appendix E: We’re Never Satisfied 23

Appendix F: Author Biographies 24

Appendix G: Warranty and Copyright Information 24

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An OverviewInteractive fiction is a story in which you are the main

character. Your own thinking and imagination determinethe actions of that character and guide the story from startto finish.

Each work of Infocom’s interactive fiction, such asCUTTHROATS, presents you with a series of locations,items, characters and events. You can interact with these ina variety of ways.

You will have to interact with several characters andsolve many problems as you move through CUT-THROATS. Frequently you will need to bring a certainitem to a particular place and then use it in the proper wayto solve a problem. Remember that other characters may bebetter equipped than you are to solve a given problem.

In CUTTHROATS, time passes only in response to yourinput. The game’s clock will advance (generally one minute)for each sentence you type. Nothing happens in the storyuntil you type a sentence and press the RETURN (or EN-TER) key, so you can plan your turns as slowly and care-fully as you want.

To measure your progress, CUTTHROATS keeps trackof your score. You may get points for acquiring certainobjects, performing certain actions and visiting certain loca-tions. However, a perfect score isn’t what really matters.Recovering the treasure and enjoying your adventure is farmore important.

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Tips for Novices1. When you begin CUTTHROATS, you should first

become familiar with your surroundings. Explore everylocation carefully. Note any interesting objects and all exitsfrom the location. As you explore the island, a boat, or ashipwreck, it is a very good idea to make a map of the ge-ography. Even the most experienced and capable adventur-ers find it wise to make a map showing each location, thedirections connecting it to adjoining locations and any inter-esting objects there.

2. Read the story carefully. There are clues in many ofthe descriptions of locations and objects. Also check labels,books and other items. Many objects in the story can bepicked up and are needed to solve puzzles.

3. Unlike ordinary “adventure games” you may haveplayed, there are many possible routes to the completion ofCUTTHROATS: there is no one “correct” order for solv-ing problems. Some problems have many solutions; othersdon’t need solutions at all. However, sometimes you willhave to solve one problem in order to obtain the tools orinformation you need to solve another.

4. You may find it helpful to go through CUT-THROATS with another person. Different people may finddifferent problems easy, and can often complement eachother.

5. Don’t be afraid to try something bold or strange - youcan always save your position first if you want. (See “Start-ing and Stopping” on page 16.) Trying the bizarre can befun and will often give you a clue. Here’s a fun example:

>GIVE THE TICKET STUB TO THE MERMAIDThe mermaid examines the ticket stub, then frowns anddrops it. She looks at you with curiosity.

You have just learned that there probably is somethingwhich would be of interest to the mermaid. Maybe theivory bracelet?

6. As a professional diver, you know how important it isto dive with proper equipment. Abandon all thoughts ofusing scuba gear when diving deeper than 200 feet. Re-member, too, that the deeper you dive, the greater your airconsumption.

7. If you really have difficulty, you can order a hintbooklet and a complete map from Infocom using the orderform that came in your package. You don’t need the hintbooklet to enjoy the story, but it will make solving CUT-THROATS easier.

8. Read the sample transcript on page 20 to get a feel forhow interactive fiction works.

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Communicating with CUTTHROATSIn CUTTHROATS, you type your commands in plain

English each time you see the prompt (>). CUTTHROATSusually acts as though your sentence begins with “I wantto...” although you should not type those words. CUT-THROATS then displays a response telling you whetherwhat you want to do is possible in the current situation and,if it is, whether anything happened as a result.

CUTTHROATS distinguishes words by their first sixletters, and all subsequent letters are ignored. Therefore,DRESSEr, DRESSEd and DRESSEs would all be treatedas the same word by CUTTHROATS.

To move from place to place, type the direction youwant to go. You can use the eight compass directions:NORTH, SOUTH, EAST, WEST, NORTHEAST,NORTHWEST, SOUTHEAST and SOUTHWEST. Youcan abbreviate these to N, S, E, W, N E, NW, SE and SW,respectively. You can also use UP (or U) and DOWN (orD). ENTER and EXIT (also known as IN and OUT) willwork in certain places. You may use these same movementswhile aboard ships, or you may also use FORE, AFT,PORT and STARBOARD.

CUTTHROATS understands many different kinds ofsentences. Here are a few examples. (Note that some ofthese objects do not actually appear in CUTTHROATS.)

WALK NORTHDOWNNEGO SOUTHUOPEN THE WOODEN DOOREXAMINE THE SCUBA GEARLOOK BEHIND THE STATUELOOK UNDER THE ROCKLOOK INSIDE THE VATTAKE BOXTAKE THE BOOKSPICK UP THE WOODEN BOXLOCK THE DOOR WITH THE KEYPUSH THE BUTTONPUT TOOTHBRUSH UNDER BED

You can use multiple objects with certain verbs if youseparate them by the word AND or by a comma. Someexamples:

TAKE KNIFE, BOOK, COMPASSDROP THE BOX,THE GUN, AND THE JARPUT THE GOLD BAR AND THE PEARL IN THE OAKCHEST

The words IT and ALL can be very useful. For example:

TAKE THE ELECTROMAGNET. TURN IT ONOPEN THE BOX. LOOK IN IT. CLOSE IT. LOCK ITTAKE ALL FROM CHESTDROP ALL BUT THE SHARK REPELLENT

You can include several sentences on one input line ifyou separate them by the word THEN or by a period. Youdon’t need to type a period at the end of an input line. Forexample, you could input all of the following at once, be-fore pressing the RETURN (or ENTER) key:

OPEN THE CHEST THEN LOOK IN IT. CLOSE THECHEST THEN TAKE IT THEN CLIMB UP THEN GOEAST. HIDE THE CHEST IN THE CLOSET THENWALK WEST THEN CLIMB DOWN

If CUTTHROATS doesn’t understand one of the sen-tences in your input line, or if something unusual happens,it will ignore the rest of your input line (see “CUT-THROATS Complaints” on page 19).

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CUTTHROATS understands only two types of ques-tions: WHAT and WHERE. Here are two examples thatyou can try in CUTTHROATS:

WHAT IS A DRILL?WHERE IS THE SHARK REPELLENT?

You will meet other characters in CUTTHROATS. Youcan talk to them using the format: CHARACTER, DOTHIS. Here are some examples:

PETE, GIVE ME THE KEYWALTER, TURN OFF THE RADIOMAXWELL, DROP THE SILVER HAMMER. LOOK ATTHE BODY. GO NORTH

Notice that in the last example, you are giving one char-acter more than one command on the same input line.Once you’ve engaged someone in conversation, you canoften skip the formalities and just state your requests aslong as that person remains in the same room with you.

To disclose a location to someone, try this format:

JOEL, THE LATITUDE IS 20

On occasion, a character may ask your opinion on some-thing. A simple YES, NO or MAYBE will suffice.

CUTTHROATS tries to guess what you really meanwhen you don’t give enough information. For example, ifyou say that you want to do something, but not what youwant to do it to or with, CUTTHROATS will sometimesdecide that there is only one possible object that you couldmean. When it does so, it will tell you. For example:

>UNLOCK THE DOOR(with the key)The door is now unlocked.

Or

>GIVE THE BOOK(to the salesman)The salesman appears uninterested in the book.

If your sentence is ambiguous, CUTTHROATS will askwhat you really mean. You can answer most of these ques-tions briefly by supplying the missing information, ratherthan re-typing the entire input. This can only be done at thevery next prompt. Some examples:

>TIE THE ROPEWhat do you want to tie the rope to?

>THE MASTThe rope is now tied to the mast.

Or

>HIT THE NAIL WITH THE HAMMERWhich nail do you mean, the shiny nail or the rustynail?

>SHINYThe shiny nail is driven halfway into the piece of wood.

CUTTHROATS uses many words in its descriptionswhich it will not recognize in your sentences. For example,you might read, “Sediment and seaweed wave slowly withthe current.” However, if CUTTHROATS doesn’t recog-nize the words SEDIMENT or SEAWEED in your input,you can assume that they are not important to your comple-tion of the story, but are included only to enhance yourmental imagery of the scene. CUTTHROATS recognizesover 800 words, nearly all you are likely to use in your com-mands. If CUTTHROATS doesn’t know a word you used,or any of its common synonyms, you are almost certainlytrying something that is not important to your adventure.

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Starting and StoppingStarting the Story: Now that you know what to expect in

CUTTHROATS, it’s time for you to load your disk. To doso, follow the instructions on your Reference Card.

Following the copyright notice and the release numberof the story, you will see a description of the starting loca-tion.

Here are a couple of quick exercises to help you getaccustomed to interacting with CUTTHROATS. Type thefollowing next to the prompt

GET OUT OF BED

Then press the RETURN (or ENTER) key. CUT-THROATS will respond with:

You get out of bed.

Now try typing:

TAKE THE NOTE THEN READ IT

After you press the RETURN (or ENTER) key, CUT-THROATS will respond:

Taken.The note is hastily scrawled: “If you’re interested in abig deal, meet us at The Shanty at 8:30 this morning.-Johnny”

Saving and Restoring: It will take you a good deal of timeto complete CUTTHROATS. You probably won’t find andsalvage the sunken treasure in one sitting. CUTTHROATSallows you to continue at a later time without having to startover from the beginning, just as you can place a bookmarkin a book you are reading. There is a command, calledSAVE, that makes a “snapshot” of your position in thestory. If you are a prudent adventurer, you may want toSAVE your position before you embark upon (or after youcomplete) any particularly tricky or dangerous part of yourjourney. Having taken this snapshot, you can go back tothat position whenever you want, even though you mayhave gotten “killed” afterward.

In order to save your position, type SAVE at the prompt(>), and then press the RETURN (or ENTER) key. Thenfollow the instructions for saving and restoring on yourReference Card. Note that many systems require a blank disk,initialized and formatted, to use as a save disk. Using a disk withdata on it (not counting other CUTTHROATS saves) may result inthe loss of that data, depending on your system.

You can RESTORE a saved position any time you want.To do so, type RESTORE at a prompt (>), and press theRETURN (or ENTER) key. Then follow the instructionsfor saving and restoring on your Reference Card. CUT-THROATS will now let you continue from your savedposition. You can type LOOK for a description of whereyou are.

Quitting and Restarting: If you want to start over from thebeginning of the story, you can use the RESTART com-mand. (This is usually faster than rebooting.) CUT-THROATS will mention your current score and then ask ifyou really want to start over from the beginning of thestory. If you do, type Y and press the RETURN (or EN-TER) key.

If you want to stop, type QUIT. Once again, CUT-THROATS will ask if this is really what you want to do. Ifyou do, type Y and press the RETURN key.

Remember, when you RESTART or QUIT, that if youever want to return to your current position, you must firstdo a SAVE.

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Appendix AQuick Reference Guide

1. The object of CUTTHROATS is to find and salvagea sunken treasure.

2. To start CUTTHROATS (“Boot Up”), see the sepa-rate Reference Card that’s inside your CUTTHROATSpackage.

3. When you see the prompt (>) on your screen, CUT-THROATS is waiting for your command. There are fourkinds of commands that CUTTHROATS understands:

A. Direction commands: To move from location to loca-tion, just type the direction you want to go: N (orNORTH), E, S, W, NE, SE, NW, SW, U (or UP), D, IN,OUT, P (or PORT), SB, FORE, AFT.

B. Actions: Just type whatever it is you want to do. Forexample: READ THE BOOK or OPEN THE DOOR orLOOK THROUGH THE WINDOW. Once you are fa-miliar with simple commands, you’ll want to try some com-plex ones. Some examples of these can be found in thesection called “Communicating with CUTTHROATS” onpage 14.

C. Commands given to people: To talk to characters inthe story, type their name, then a comma, then what youwant to say to them. For example: JOHNNY, GIVE METHE AXE or OLD MAN, PRESS THE BUTTON.

D. Special one-word commands: Some one-word com-mands, such as INVENTORY or DIAGNOSE, give youspecific information or affect your output. A list of thesecommands can be found in the section called “ImportantCommands” on page 18

4. Important! After you finish typing your command,you must press the RETURN (or ENTER) key. This willmake CUTTHROATS respond to your command.

5. On most computers, we have included a special lineon your screen called the status line. It tells you two things:the name of your current location and the time displayedon your watch in the story.

6. You can pick up and carry many of the items you willfind in the story. For example, if you type TAKE THECOMPASS, you will be carrying it. You can type INVEN-TORY to see a list of everything you are carrying.

7. If you have any trouble, refer to the rest of themanual for more detailed instructions and sample com-mands.

8. When you want to stop, save your place for later, orstart over, see the instructions in the “Starting and Stop-ping” section on page 16.

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Appendix BImportant Commands

Listed below are just some of the commands that youwill find useful in your adventure. Some of these com-mands order CUTTHROATS to give you specific informa-tion. You can use these over and over as needed. Some ofthem constitute a turn; others do not. Note that preposi-tions can turn a verb into many different commands:LOOK can become LOOK INTO, LOOK UNDER,LOOK BEHIND, LOOK THROUGH, etc. Type thecommand after the prompt (>) and press the RETURN (orENTER) key.

AGAIN - CUTTHROATS will usually respond as ifyou had repeated your previous sentence. You cannot useAGAIN to repeat “movement” commands like GO WEST.You can abbreviate AGAIN to G.

BRIEF - This tells CUTTHROATS to give you the fulldescription of a location only the first time you enter it.CUTTHROATS will describe a location already visited bydisplaying only its name and the objects present. This ishow CUTTHROATS will normally act, unless you tell itotherwise using the VERBOSE or SUPERBRIEF com-mands.

DIAGNOSE - CUTTHROATS will describe yourphysical condition and tell you whether you need food,drink, or sleep.

INVENTORY - CUTTHROATS will list what you arecarrying. You can abbreviate INVENTORY to I.

LOOK - This command will cause CUTTHROATS todescribe your surroundings in full detail. You can abbrevi-ate LOOK to L.

PUSH (something) TO THE (direction) - Pushingsomething to the NORTH, the SOUTH, or some otherdirection may prove useful under certain circumstances.

QUIT - This lets you stop. If you want to SAVE yourposition first, follow the instructions in the “Starting andStopping” section, on page 16. You can abbreviate QUITto Q.

RESTART - This ends the story and starts it over fromthe beginning.

RESTORE - This restores a story position made usingthe SAVE command. See “Starting and Stopping” for moredetails.

SAVE - This makes a “snapshot” of your current storyposition onto your storage disk. You can return to a savedposition in the future using the RESTORE command. See“Starting and Stopping” for more details.

SCORE - This will show your current score and thenumber of turns you have taken, and tell you your rating asa CUTTHROATS adventurer based on your score.

SCRIPT - This command tells your printer to beginmaking a transcript of the story as you carry on your ad-venture. A transcript may aid your memory but is not nec-essary. It will work only on certain computers; consult yourReference Card for details.

SUPERBRIEF - This commands CUTTHROATS todisplay only the name of a location you have entered, evenif you have never been there before. In SUPERBRIEFmode, CUTTHROATS will not even mention which ob-jects are present. Of course, you can always get a descrip-tion of your location and its objects by typing LOOK. InSUPERBRIEF mode, the blank lines between turns will beeliminated. This mode is meant for adventurers who arealready very familiar with the geography.

UNSCRIPT - This commands your printer to stopprinting.

VERBOSE - This tells CUTTHROATS that you want acomplete description of each location and the objects in itevery time you enter a location, even if you’ve been therebefore. (Compare BRIEF and SUPERBRIEF.)

VERSION - CUTTHROATS responds by showing youthe release number and serial number of your copy of thestory. Please include this information if you ever report a“bug” in CUTTHROATS.

WAIT - This will cause time in the story to pass. Nor-mally, between turns, nothing happens in the story. Youcould leave your computer, take a nap and return to thestory to find that nothing has changed. You can use WAITto make time pass in the story without doing anything. Forexample, if you encounter an alien being, you could WAITto see what it will do. Or, if you are in a moving vehicle,you could WAIT to see where it will go. You can abbreviateWAIT to Z.

WITHDRAW (some amount of money) - Enter theamount of money as a number preceded by a dollar sign($). Don’t use the decimal point; you can withdraw only inincrements of dollars. They’re your life savings. Use themas you see fit.

There are many other words and phrases, including:ATTACK, BREAK, BUY, CLIMB, CLOSE, CUT,

DIVE, DRINK, DROP, EAT, EXAMINE, GIVE, IN-SERT, JUMP, LOCK, PULL, READ, RENT, SLEEP,TAKE, TURN OFF, TURN ON, WEDGE, WIND,YELL ...

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Appendix CCUTTHROATS Complaints

Completely mystifying sentences will cause CUT-THROATS to complain in one way or another. After mak-ing the complaint, CUTTHROATS will ignore the rest ofthe input line. (Unusual events, such as your air supply be-coming dangerously low, may also cause CUTTHROATSto ignore the rest of the sentences you typed, since theevent may have changed your situation drastically.) Some ofCUTTHROATS’ complaints:

I DON’T KNOW THE WORD “[your word].” Theword you typed is not in the story’s vocabulary. Sometimesa synonym or rephrasing will be understood. If not, CUT-THROATS probably doesn’t know the idea you were tryingto get across.

SORRY, BUT YOU CAN’T USE THE WORD “[yourword]” IN THAT SENSE. CUTTHROATS knows yourword but cannot understand it the way it appears in yourinput. It may be that CUTTHROATS uses the word as adifferent part of speech. For instance, you may be usingLOWER as an adjective (as in PRESS THE LOWERBUTTON), but CUTTHROATS knows LOWER only as averb (as in LOWER THE ROPE). It is also possible thatyour sentence made no sense at all: OPEN THE TAKE,for example.

I COULDN’T FIND ENOUGH NOUNS IN THATSENTENCE! This usually indicates an incomplete sen-tence, such as PUT THE LAMP IN THE, where CUT-THROATS expected a noun and couldn’t find one.

I FOUND MORE THAN TWO NOUNS IN THATSENTENCE! An example is PUT THE SOUP IN THEBOWL WITH THE LADLE.

I DON’T UNDERSTAND THAT SENTENCE. Thesentence you typed may have been gibberish. Or, you mayhave used a syntax that CUTTHROATS does not under-stand, such as LOOK THE BOOK OVER. Try rephrasingthe sentence.

WHAT? You did not type anything after the prompt (>)and before pressing the RETURN (or ENTER) key.

YOU CAN’T SEE ANY “(object)” HERE. The objectyou referred to was not present, or was not accessible toyou (for example, it was present but inside a closed con-tainer).

YOU CAN’T USE MULTIPLE DIRECT [or INDI-RECT] OBJECTS WITH “[your verb].” You can use mul-tiple objects (that is, nouns or noun phrases separated byAND or a comma) or the word ALL only with certainverbs. Among the more useful of these verbs are TAKE,DROP and PUT. An example of a verb that will not workwith multiple objects is ATTACK; you couldn’t say AT-TACK ALL or ATTACK PETE AND JOHNNY.

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Appendix DSample Transcript and Map

This transcript is not from CUTTHROATS, but it doesshow many of the common interactions you will use in thecourse of the story. It contains several simple problems andtheir solutions and will give you a good idea of howInfocom’s interactive fiction works. The adventurer’ssentences appear in capital letters after each prompt (>).The map represents the terrain in the sample transcript, asyou might have drawn it.

Yukon CafeThis is Boomtown's most popular bar. In fact, it isBoomtown's only bar, and as such it is usually packedwith the cream of local society: cutthroats, claim-jumpers and confidence men. The appeal is clearly notthe decor -- the bar consists of a long plank placed overtwo barrels. A few barrels, surrounded by woodenstools, are what the management calls tables.The bartender stands behind the bar, polishing a glass.Old Pete is sitting at a table, nursing a drink. Sitting onthe table is: A grimy note

>SIT(on the chair)You are now sitting on the chair.

>ORDER A DRINKYou have purchased a drink for $1.The bartender slaps down a thick glass filled with abrown, fulminating liquid that you take to be the localaperitif. A drop of the drink spatters on the table, andyou could swear that smoke rises from the spot where ithit.A rat scurries across the floor and up onto your table,and begins to gnaw at the note.

>TAKE THE NOTEThe rat stops chomping on the note long enough tochomp on your finger.You hastily pull your hand away, and Old Pete begins tolaugh so hard you're afraid he's going to have a stroke."You ought to be on the TV," he howls.

>PETE, GO AWAY"I don't wanna."

>EXAMINE FINGERThere is a small cut on the tip of your index finger but,hey, real miners don't care about pain."Well, ain't you gonna read me that thar note?" OldPete asks.

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>POUR DRINK ON RATWith a piercing shriek, the rat drops the note, scurriesdown the table, and, after weaving drunkenly aroundthe floor for a few minutes, ducks into a tiny hole in thewall."That rat ain't never been able to hold his liquor," saysPete.

>SHWO PETE THE NOTEI don't know the word "shwo".

>SHOW PETE THE NOTE(taking the grimy note first) "Heck, I ain't never learnedto read," he says. "You best read it to me."

>READ IT TO PETEThe note was written with a blunt pencil and is so badlysmudged and gnawed that you can barely read it."There's GOLD in the abandoned shaft of the BlueRidge mine, down past the...." After much squinting,you manage to make out one more word. Could it be --danger! The rest of the message is totally illegible.Pete's rheumy eyes glisten with a light you have notrouble identifying as greed. "Doggone! I knewed tharwas gold in that thar mine! I know 'zactly where theBlue Ridge is, too! Wha' say we buy us some suppliesand head out thar?"

>NORTH"Hey! Jes' war you goin? We in this together? Yes orno."

>YES"Tha's what I like to hear!" Pete shouts. Pete jumps tohis feet with surprising agility and heads out of the bar.

>EYou'd better get off the chair first.

>STANDYou are now standing.

>NProspector's RowThis is the middle of Prospector's Row, which continuesto the east and west. To the north is Bud's Burros andMining Supplies.There is a stick here.Old Pete is here, heading north.

>NBud's Burros and Mining SuppliesThis is the town's general store, a dirty room divided bya long wooden counter, run by Bud Aku, a short nonen-tity who likes to wear Hawaiian shirts. Picks, axes,lanterns and other mining paraphernalia lie strewnabout. The room has a strong smell that you can't quiteidentify. Could be mules. Could be Bud.On the counter are: A price list A scaleBud Aku himself stands behind the counter.Old Pete is here.

>BUD, GIVE ME THE SCALE"If I did that, I'd be outa business," Bud says.

>IYou are holding: A grimy noteIn your pocket there is: $12 in cash money A small chunk of rock"Well, le's get them supplies for our gold mi... uh, forour vacation," Pete says, winking ostentatiously in yourdirection.

>READ LISTBUD'S BURROS PRICE LIST lantern - $8 jar of kerosene - $4 axe - $10 length of string - $5 burro (rental) - $25 carrot - $1

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>BUY LANTERN AND KEROSENE AND AXElantern: You have purchased a lantern for $8.jar of kerosene: You have purchased a jar of kerosenefor $4.axe: "You know we don't give credit," Bud says.

>LOOK IN POCKETIn your pocket you find a small chunk of rock.

>TAKE ROCKTaken.

>EXAMINE ITIt is a nugget of gold-colored rock.

>GIVE BUD THE ROCK"Hmm... let's just see," Bud says. He hefts the smallchunk of rock, bites on it, sniffs it, tests it with acid, thenfinally puts it on the scale."Fifty bucks," he says. "Deal?"

>BUD, YESBud hands you $50.

>GIVE LANTERN TO BUD"Hmm... let's just see, "Bud says. He hefts the lantern,bites on it, sniffs it, tests it with acid, then finally puts iton the scale."Nope," he says, "no gold content." He hands you backthe lantern.

>BUY AXE AND STRING AND CARROT. RENTBURRO. Saxe: You have purchased an axe for $10.length of string: You have purchased a length of stringfor $5.carrot: You have purchased a carrot for $1.You have rented a burro for $25. Bud yells to someoneto get the burrow out front.Prospector's RowThere is a large, sleepy burrow here, his head facingeast.There is a stick here.

>IYou are carrying: An axe A length of string A carrot A lantern A jar of keroseneIn your pocket is: $9 in cash money

>TAKE STICKTaken.

>GET ON BURROYou are now on the burro.

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>EThe burrow swats idly at a fly with his tail.

>KICK BURROYou should be ashamed of yourself!

>HIT BURROWhat do you want to hit the burro with?

>THE STICKThe burro snorts once or twice, but is otherwise un-moved by your unwarranted act of cruelty.

>SHOW BURRO CARROTThe burro shakes of his lethargy and moves toward thecarrot, but you manage to pull it out of reach. After afew seconds, the burro seems to have forgotten entirelyabout the carrot and once more seems to be asleep onhis feet.

>TIE STRING TO CARROT. TIE STRING TO STICK.DANGLE CARROT IN FRONT OF BURRO.The string is tied to the carrot.The string is tied to the stick.The burro, smelling the carrot, seems to wake. He takesa step toward the carrot, but is surprised to see that thecarrot moves forward. He takes another step, thenanother... You're moving!

Appendix EWe’re Never Satisfied

Here at Infocom, we take great pride in the quality ofour stories. Even after they’re “out the door,” we’re con-stantly improving, honing and perfecting.

Your input is important. No matter how much testingwe do, it seems that some “bugs” never crawl into viewuntil thousands of you begin doing all those wild and crazythings to the story. If you find a bug, or if you have someother suggestion, or if you found a certain problem toohard or too easy, or if you’d just like to tell us your opinionof CUTTHROATS, drop us a note! We love every excuseto stop working, and a letter from you is just such an ex-cuse! Write to:

INFOCOM, INC.55 Wheeler StreetCambridge, MA 02138Attn: PETE THE RATYou can call the Infocom Technical Support Team to

report bugs and technical problems, but not for hints tosolve puzzles, at (617) 576-3190. If you develop a problemwith your disk within ninety (90) days after purchase, wewill replace your disk at no charge. Otherwise, there is areplacement fee of $5.00 (U.S. currency). Please return yourregistration card if you’d like to be on our mailing list andreceive our customer newsletter, THE NEW ZORKTIMES.

Page 37: Cutthroats documentation Home of the Underdogs ...lucasabandonware.free.fr/manuels/Cutthroats.pdf · every bit of it!" For 10 years prior to their Pagu adventure, the two had run

Appendix FAuthor Biographies

Michael Berlyn. Michael Berlyn is a writer whosebooks include The Integrated Man and Crystal Phoenix fromBantam Books. He is the author of SUSPENDED andINFIDEL, both from Infocom. He lives in the Cambridgearea and is married to M. M. McClung, a writer and artist.

Jerry Wolper. Jerry Wolper majored in computer sci-ence at MIT before coming to Infocom in 1982. He isoften considered Pittsburgh’s greatest contribution to inter-active fiction.

Appendix GWarranty and Copyright Information

Limited WarrantyThis software product and the attached instructional materials are sold

“AS IS,” without warranty as to their performance. The entire risk as to thequality and performance of the computer software program is assumed bythe user.

However, to the original purchaser of a disk prepared by Infocom andcarrying the Infocom label on the disk jacket, Infocom, Inc. warrants themedium on which the program is recorded to be free from defects inmaterials and faulty workmanship under normal use and service for aperiod of ninety (90) days from the date of purchase. If during this perioda defect on the medium should occur, the medium may be returned toInfocom, Inc. or to an authorized Infocom, Inc. dealer, and Infocom, Inc.will replace the medium without charge to you. Your sole and exclusiveremedy in the event of a defect is expressly limited to replacement of themedium as provided above.

THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OFALL WARRANTIES, EXPRESS, IMPLIED, OR STATUTORY, IN-CLUDING, BUT NOT LIMITED TO, ANY IMPLIED WARRANTIESOF MERCHANTABILITY AND FITNESS FOR A PARTICULARPURPOSE AND OF ANY OTHER WARRANTY OBLIGATION ONTHE PART OF INFOCOM, INC. IN NO EVENT SHALL INFOCOM,INC. OR ANYONE ELSE WHO HAS BEEN INVOLVED IN THECREATION AND PRODUCTION OF THIS COMPUTER SOFT-WARE PROGRAM BE LIABLE FOR INDIRECT, SPECIAL, ORCONSEQUENTIAL DAMAGES, SUCH AS, BUT NOT LIMITED TO,LOSS OF ANTICIPATED PROFITS OR BENEFITS RESULTINGFROM THE USE OF THIS PROGRAM, OR ARISING OUT OF ANYBREACH OF THIS WARRANTY. SOME STATES DO NOT ALLOWTHE EXCLUSION OR LIMITATION OF INCIDENTAL OR CON-SEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION MAYNOT APPLY TO YOU.

N.B. After the warranty period, a defective Infocom disk may be re-turned to Infocom, Inc. with a check or money order for $5.00 (U.S. cur-rency) for replacement.

CopyrightThe enclosed software product is copyrighted and all rights are re-

served by Infocom, Inc. It is published exclusively by Infocom, Inc. Thedistribution and sale of this product are intended for the use of the origi-nal purchaser only and for use only on the computer system specified.Lawful users of this program are hereby licensed only to read the programfrom its medium into memory of a computer solely for the purpose ofexecuting the program. Copying (except for one backup copy on thosesystems which provide for it - see Reference Card), duplicating, selling, orotherwise distributing this product is a violation of the law.

This manual and all other documentation contained herein are copy-righted and all rights are reserved by Infocom, Inc. These documents maynot, in whole or in part, be copied, photocopied, reproduced, translated, orreduced to any electronic medium or machine-readable form without priorconsent, in writing, from Infocom, Inc.

Willful violations of the Copyright Law of the United States can resultin civil damages of up to $50,000 in addition to actual damages, plus crimi-nal penalties of up to one year imprisonment and/or $10,000 fine.

CUTTHROATS, INFIDEL, and SUSPENDED are trademarks ofInfocom, Inc.

© 1984 Infocom, Inc.Printed in U.S.A.