-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- __ //_ _ // //_' ____ __ ____ __ .___________..__ __. _______ _______. _______. \ \ / \ / /| || || \ | | | ____| / | / | \ \/ \/ / | |`---| |----`| \| | | |__ | (----`| (----` \ / | | | | | . ` | | __| \ \ \ \ \ /\ / | | | | | |\ | | |____.----) |.----) | \__/ \__/ |__| |__| |__| \__| |_______|_______/ |_______/ FAQ/Walkthrough PC 1983 Version: 1.0 released on the 4th of November 2006 Author: odino http://www.gamefaqs.com/features/recognition/47976.html This guide is EXCLUSIVELY available at GameFAQs. .============================================================================. | .========================================================================. | | | TABLE OF CONTENTS | | | '========================================================================' | |============================================================================| | 01.) Introduction | G0100 | | 02.) Basics | G0200 | |----------------------------------------------------------------+-----------| | 03.) Walkthrough | G0300 | | Basic Walkthrough | G0310 | | Full Walkthrough | G0320 | |----------------------------------------------------------------+-----------| | XX.) FAQ | GXX00 | | YY.) Version History | GYY00 | | ZZ.) Credits & Thanks | GZZ00 | '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' =============================================================================== 01.) INTRODUCTION G0100 =============================================================================== Welcome to 'The Witness' for the PC, a text adventure released in 1983 by Infocom. Suggestions, comments or errors - email me about it. Enjoy! =============================================================================== 02.) BASICS G0200 =============================================================================== In The WITNESS, you are a police detective working near Los Angeles. The year is 1938, and on this stormy February night a wealthy but frightened man has asked you for protection. In spite of your best efforts, a death will occur, and you will have twelve hours to solve the mystery and try to arrest the killer. If you think you have enough evidence against one or more suspects to convince a jury of their guilt, you can arrest them and conclude the case. Your ever-helpful assistant, Sergeant Duffy, will assist you in taking the accused into custody. You can expect to receive a letter from your superiors about the outcome of the grand-jury investigation -- and, if the District Attorney gets an indictment, of the trial itself. If the jury does not convict, your higher-ups will probably tell you where you may have erred, so that you can profit from your mistakes. Because the State cannot win the case unless it can prove guilt beyond a reasonable doubt, you are expected to establish the three traditional ingredients to an irondclad case for the prosecution: the accused must have had a motive, a method, and ample opportunity to commit the crime. There are many possible endings to this case, and the one you reach is determined by your actions and by the deductions you draw from the evidence you gather. But one ending fits the facts better than any other, and you will know it when you reach it. Commands: (there are a lot more that should be common English usage) *N, E, S, W to move around. *OPEN, UNLOCK for doors and cabinets. *TAKE (or GET) to obtain items. *WAIT passes time, 10 minutes, used for an event to happen or a person to show up. *INVENTORY shows your items. *SAVE to save the game. *RESTORE to load a game. *QUIT to exit the game. (answer YES or NO to confirm) Special Commands: *ACCUSE (someone) OF (something) - This makes an accusation against someone. *ANALYZE (something) - Duffy, your assistant, will take "something" to the police lab for routine analysis, including fingerprints. *ANALYZE (something) FOR (something specific) - If you're looking for a specific substance on or in "something," the lab will run a special analysis. *ARREST (someone) - If you've found enough evidence, this sentence will end the case and describe the outcome of the prosecution. *ASK (someone) ABOUT (someone or something) - This is an impersonal form of the sentence CHARACTER, TELL ME ABOUT (someone or something). *CONTINUE - This is the same as RESTORE. *EXAMINE (something) - You will probably use this a lot. *EXAMINE (something) CAREFULLY - You will probably use this occasionally, when you think that spending more time will give you more results. *FINGERPRINT (something) - This is the same as ANALYZE (something) FOR FINGERPRINTS. *REVISION - This is the same as VERSION. *SEARCH (someone or something) - This is a search for unusual items. *SEARCH (someone) FOR (something specific) - This is a search for something in particular, whether unusual or not. *SHOW (something) TO (someone) - You may get an interesting reaction. *SUSPEND - This is the same as SAVE. *WAIT FOR (someone or some amount of time) - You may wait for some specified amount of time; if something interesting happens in the meantime, however, your wait will terminate then. You may also wait for a character to arrive The walkthrough contains text from the game description. This is mainly there for you to know that you are on the right track. Later on this text becomes less and less to avoid spoilers and you should really know what you are doing at this point in the game. Please note that some text may vary from game to game, so don't be confused if it is slightly different to what the walkthrough says. =============================================================================== 03.) WALKTHROUGH G0300 =============================================================================== There are two walkthroughs available: basic and full. Basic will only tell you the commands, whereas full contains all the text the game should spill out with the commands. The former will keep you from spoiling the game, but the latter will help you ensure the story is progressing correctly. ------------------------------------------------------------------------------- Basic Walkthrough G0310 ------------------------------------------------------------------------------- >N >N >RING BELL >E >WAIT >SIT WOOD CHAIR >WAIT (until 9pm, answer Y if asked to continue waiting) >STAND >PRESS BUTTON >EXAMINE CLOCK >TAKE KEY >EXAMINE KEYHOLE >EXAMINE WINDOW >TAKE WIRE >UNLOCK BACK DOOR >OPEN BACK DOOR >E >S >TAKE GUN >N >W >CHECK POWDER >W >N >N >OPEN BUTLER DOOR >W >OPEN MYSTERY BOOK >TAKE RECEIPT >READ RECEIPT >E >S >S >UNLOCK GARAGE DOOR >OPEN GARAGE DOOR >S >UNLOCK WORK DOOR >OPEN WORK DOOR >E >WAIT FOR DUFFY (if necessary) >CHECK PIECE >WAIT FOR DUFFY >WAIT FOR MONICA (answer Y when asked to continue waiting.) >WAIT (until... Monica heads off. Answer N when asked to continue waiting.) >W, N, E, W, N, N, E >WAIT FOR MONICA (answer Y when asked to continue waiting.) >MONICA, TELL ME ABOUT MR LINDER >WAIT (until... Monica heads off. Answer N when asked to continue waiting.) >W >S >S >E >HANDCUFF MONICA >SEARCH MONICA >UNLOCK CLOCK >OPEN CLOCK >SEARCH MONICA >WAIT FOR DUFFY >ARREST MONICA ------------------------------------------------------------------------------- Full Walkthrough G0320 ------------------------------------------------------------------------------- Somewhere near Los Angeles. A cold Friday evening in February 1938. In this climate, cold is anywhere below about fifty degrees. Storm clouds are swimming across the sky, their bottoms glowing faintly from the city lights in the distance. A search light pans slowly under the clouds, heralding another film premiere. The air seems expectant, waiting for the rain to begin, like a cat waiting for the ineffable moment to ambush. The taxi has just dropped you off at the entrance to the Linders' driveway. The driver didn't seem to like venturing into this maze of twisty streets any more than you did. But the house windows are full of light, and radio music drifts toward you. Your favorite pistol, a snub-nosed Colt .32, is snug in its holster. You just picked up a match book off the curb. It might come in handy. Good thing you looked up the police file on Mrs. Linder's death. Her suicide note and the newspaper story told you all you know about the family. The long week is finished, except for this appointment. But why does an ominous feeling grip you? You are standing at the foot of the driveway, the entrance to the Linder property. The entire lot is screened from the street and the neighbors by a wooden fence, except on the east side, which fronts on dense bamboo woods. The house looks like a mixture of a California bungalow and East Asian influences. >N The driveway, paved with peastone, runs from the entrance at the south end in a curve to a two-car garage at the east end. North of you is the front porch, the entrance to the house. >N The front porch is in an alcove, sheltered from the weather by the walls and overhanging roof. A yellowish electric light hangs near the closed front door to the east, giving you a dim view of the driveway to the south and the front yard behind a gate to the north. >RING BELL Someone turns off the radio. You hear footsteps inside the house. Then the door swings open. "Good evening," says a smiling face, "I am Phong. Please come in." He leads you into the house and closes the door behind you. Here in the entry is a small Shinto shrine, with a hanging scroll and an arrangement of flowers, as well as a coat closet and a platform for storing shoes. You can see a hallway to the east. The front door, on the west wall, is closed. Phong's straight black hair and folded eyelids make him obviously Asian, but no definite nationality. His open, almost gentle face holds a quick smile and eyes that seem to miss nothing. He carries his stout body lightly, but you can see great strength under his light shirt and dark trousers. You guess his age at about fifty, but who knows how many lifetimes of experience he carries? >E This hallway seems to run the length of the house, from the garage at the south end to the living room at the north. There is enough warm yellow light flooding from the living room for you to see a few doors on each side of the hall. Phong says, "I believe the Linders are in the living room. Please follow me." He leads you north along the hallway. As you get near the living room, you hear voices talking, half-loud and fast. You are now in the living room. A huge fieldstone fireplace on the south wall holds a blazing fire, filling the living room with warmth and light. Grouped in front of the fire are a glass-topped coffee table and a rattan davenport and club chair, with cushions covered in a print showing bamboo plants in the style of Japanese brush-painting. A lamp with a printed shade and a telephone sit on the table. On the north wall are a liquor cabinet and a console radio made of light-colored wood. A single door in the east wall is closed, and at the west end of the room is a double door. "Excuse me, sir," says Phong, "but the detective has arrived." Monica stops talking and looks at you sharply. She is a woman in her mid-twenties. Her grey eyes flash, emphasizing her dark waved hair and light but effective make-up. She wears a navy Rayon blouse, tan slacks, and tan pumps with Cuban heels. She acts as though you were a masher who just gave her a whistle. Linder stands at least six foot, with a powerful frame but quick actions, like a cat. His eyeglasses sit on top of his head, where thin strands of long black hair go here and there, mostly combed backward. His wide-set hazel eyes size you up quickly from within their pouches in his ruddy face. He wears a silk peach-colored Mandarin shirt and chocolate trousers, impeccably tailored and laundered, but sweat gleams on his high forehead, and he looks as though he hasn't slept much lately. Linder turns to you and says, "Detective, am I glad to see you! This is my daughter, Monica, and of course you've met Phong already." He looks at a wrist watch with a gleaming silver bracelet. "I see you're right on time. I'll be with you as soon as I finish my drink." Mr. Phong heads off to the south. >WAIT Time passes... Suddenly, a clap of thunder rolls across the hills outside. Without warning, lightning flashes outside, and a few seconds later thunder rattles the house. Rain begins to fall outside in a sprinkle. Linder gulps down the rest of his drink. "Well, Detective," he says, "I'm anxious to get on with our business. Let's you and I go to my office so we can talk undisturbed." He takes you by the arm and leads you through the hallway. Just south of the entry, he opens a door to the east and leads you through it. (office) This is obviously the office of Mr. Linder's company, Pacific Trade Associates. At the west end of the office, a massive desk of teak and mahogany faces toward the window. It has no drawers, but the top is covered with piles of letters, some newspapers, a telephone, and various souvenirs from the Far East. Behind it is a large ornately-carved chair, like a cruiser escorting a battle ship. A simple wooden chair, polished smooth by visitors, flanks the desk on the other side. On the north wall is a lounge, upholstered in green velvet and a bit lumpy, with a framed wood-block picture hanging over it. On the outside wall, next to a door and window, stands a grandfather clock, ticking relentlessly. A file cabinet stands in the corner. >SIT WOOD CHAIR Linder begins his story. "My late wife, may she rest in peace, got involved with a young man named Stiles. Naturally I tried to stop this affair, but without much success. Since my wife passed away, this Stiles fellow has gone off the deep end, I'm afraid, and blamed me for her death. I tried my best to ignore him, but he seems to have lost his senses. This morning I received this note and decided to ask your help." He hands the note to you. >WAIT (until 9pm, answer Y if asked to continue waiting) Time passes... The clock chimes 9 times to mark the hour. You hear the door bell ring. Linder looks toward the window and says, "I don't think Phong has answered the door bell yet." He reaches toward the butler's button and at the same instant shouts "Stiles!" You turn around and dimly see a figure outside. Suddenly there is a flash of light and an explosion, and the window falls into dozens of shiny shards. The cat bolts and disappears somewhere. The figure outside turns and runs before you can see the face. When you turn back around, you see Linder slumping down in his chair, with a bloody stain spreading across his silk shirt. He teeters on the edge of the seat, then falls onto the floor, quite dead. >STAND >PRESS BUTTON >EXAMINE CLOCK Suddenly Phong enters the office. When he sees that Linder has cashed in his chips, he turns away for a minute and bows his head. >TAKE KEY >EXAMINE KEYHOLE It's an impressive keyhole, wrapped in a fine brass escutcheon. There is some kind of powder around it. >EXAMINE WINDOW >TAKE WIRE >UNLOCK BACK DOOR >OPEN BACK DOOR >E >S >TAKE GUN >N >W >CHECK POWDER >W >N >N >OPEN BUTLER DOOR >W This is the bedroom of the butler, Mr. Phong, and is very simply furnished. A single bed, flanked by bare wooden end tables, sits below a closed window on the west end of the room. The floor is hardwood, with no rug. >OPEN MYSTERY BOOK >TAKE RECEIPT >READ RECEIPT >E >S >S >UNLOCK GARAGE DOOR >OPEN GARAGE DOOR >S The garage, like a car port, has no door to keep the cars in. Doors lead north and east. The walls are decorated with spare tires and things. Oil spots on the floor show that a car is often parked here. The other car is a dark blue Bentley 3.5-liter sedan. >UNLOCK WORK DOOR >OPEN WORK DOOR >E This room is a well-equipped workshop. Besides the usual sort of tools, the place is full of mechanical and electrical parts and supplies: switches, relays, spools of colored wire, and so on. One wall holds the main electric board and a home-made junction box with more wires going in and out than you can shake a stick at. >WAIT FOR DUFFY (if necessary) >CHECK PIECE >WAIT FOR DUFFY >WAIT FOR MONICA (answer Y when asked to continue waiting.) >WAIT (until... Monica heads off. Answer N when asked to continue waiting.) >W, N, E, W, N, N, E >WAIT FOR MONICA (answer Y when asked to continue waiting.) >MONICA, TELL ME ABOUT MR LINDER >WAIT (until... Monica heads off. Answer N when asked to continue waiting.) >W >S >S >E >HANDCUFF MONICA >SEARCH MONICA >UNLOCK CLOCK >OPEN CLOCK >SEARCH MONICA >WAIT FOR DUFFY >ARREST MONICA THE END =============================================================================== XX.) FAQ GXX00 =============================================================================== n/a =============================================================================== YY.) VERSION HISTORY GYY00 =============================================================================== v1.0 First release (4th of November 2006) =============================================================================== ZZ.) CREDITS & THANKS GZZ00 =============================================================================== GameFAQs for hosting this file. Infocom for this game. Parts of the their manual were used for this guide. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ,,, (o o) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=oOOo-(_)-oOOo-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=