THE PETTIGREW CHRONICLES, PART 1: THE SEARCHING Shards Software, 1984 ===================== Solution by Exemptus - May 2023 Overview and general hints: --------------------------- The Pettigrew Chronicles is a compilation of two games that were first published for the Dragon 32: Pettigrew's Diary and Operation Safras. The compilation was published for ZX Spectrum and C64. However, the games are different enough: not all parts of the original games were included in The Chronicles and some puzzles and settings are different. Even more, between the C64 and Spectrum versions there are further divergences, so solutions have to be version-specific. This solution is good for the ZX Spectrum version, but this is not to say it won't be totally useless for C64 players, as most of the content is the same. So if you want to follow this on your C64, you will have to fill in some details yourself. Caveat Emptor. This walkthrough covers only Part 1, "The Searching", which matches the main game from "Operation Safras". We play the role of Rupert James Pettigrew, secret agent extraordinaire, and the goal of this part is to locate and rescue five of our fellow secret agents, which are in distress hidden in different parts of the UK, and by doing so finding the legendary Safras Sword. The game is undoubtedly a text adventure, but it deviates from the usual conventions in many aspects, which can be confusing to the player: * Instead of a static map we can move about, the geography consists of 25 discrete locations corresponding to UK towns and cities, which we can travel arbitrarily between. Movement within some of these locations is sometimes possible, but it's typically one-way and limited to entering places, with one notable exception (Newport). * The display is unusual. Descriptions are very terse and scroll by a one-line ticker, there is no proper inventory (although we can take and drop objects) and we can permanently see a display that shows the time left for each one of the five agents until they die (and we fail our mission) and the one closest to our current location, which is marked by a flashing asterisk. * The whole game is real-time constrained: we have about 1 hour of clock time to rescue the five agents. Each agent has a limited time to live, and the times are shown on screen and constantly updated. These clocks follow a subjective time axis: it also moves by real clock (1 minute of clock time decreases all counters by 1 hour), plus travelling between locations decreases it in fixed amounts, depending on the geography. * To make things more interesting, the times allotted to each of the agents are random (within certain parameters). This means that the order in which we need to rescue the agents may have to be altered in some playthroughs. The walkthrough given below follows a typical sequence. If you find it impossible to have enough time to rescue any of the agents, you'll have to start again and hope that luck gives you a more relaxed set of times. Sorry about this, but there's little that can be done about it short of cheating. * The vocabulary is relatively wide, but sparsely used. The parser is the simplest, strictly verb + noun, and the word T is used to travel while allowing the use of a map for location reference within Great Britain. This is useful for those not familiar with the towns mentioned. The player can also use GO <place> to move directly, without a need for the map. * The player has a limited amount of money, which is spent by travelling. The game ends if the player runs out of cash, so optimising travel is another task to manage. The game is definitely difficult, a good part of the reason why being the confusing interface and lack of situational awareness clues for the player. The idea is to explore the game travelling between locations and noticing where one can enter places, do some things, and interact with NPCs. Little by little a picture forms that suggests a certain order to things: some places provide clues to the location of the hidden agents, so they have to be visited before others. Puzzles are plentiful, as well as red herrings. This is a spy setting, after all. The most restrictive factor, by far, is time. There is literally not enough time to follow a completely logical solution clue by clue. The player is supposed to gather clues in advance across a number of playthroughs, then find an optimal route that uses all the info gathered in previous sessions. This is not compliant with the Player's Bill of Rights, as completion depends on information obtained from previous playthroughs, but this was 1984, so who you gonna call. In light of this, what I do below is note in the solution where the clues come from and where you can go to get them, but most of the time I'll save time and follow a direct route. This is particularly vexing with Agent 2, who is hidden in a location that can be accessed only one out of five times we visit it, at random. Nothing gives a hint that this is random, so the player is likely to view it as a puzzle to solve. Sole locations are complete duds and have nothing of value. Others can be used for auxiliary purposes: for instance, there are several ways to increase the money we have, but they require visiting otherwise useless locations. There is one location which gives the subjective time of day, which is important since some events depend on it. Others just provide clues (either genuine or false ones). It's up to the player to sort out the locations and decide what's what and the right order of things. In case you want strong / spoilery hints, all locations and their purposes are as follows: London: Start location, good for an initial clue. Birmingham: A trap is here, baited by a false clue. Bristol: A good clue can be obtained, but it's redundant and not needed. Liverpool: Both a good clue and an object which will provide another clue. Manchester: Location of Agent 1. Sheffield: Gets the player robbed at best. Leeds: Offers a way to increase money (by gambling). Hull: A false clue can be found here (this can be gleaned in advance). Cardiff: The false clue leading to Birmingham. Newport: A very necessary object is hidden here. Plymouth: Location of Agent 2. Nottingham: An object that can be used to increase funds can be found here. Derby: A clue about how to increase money can be found here (randomly). Middlesborough: Red herring. Glasgow: Gives the time of day. Dundee: Agent 4 is here, and we also need him to follow us. Aberdeen: Good clue. Southampton: Surefire money increase, far better than gambling. Reading: The Safras sword is here. Oxford: Location of Agent 3. Norwich: Useless. Coventry: Another good clue. York: Location of Agent 5. Carlisle: A good clue, but unnecessary. Exeter: A clue can be obtained here with the object found in Liverpool. Each of the rescued agents will give us a three-letter code. These codes are not needed to find the sword, but will be useful in subsequent parts of the game. Although we might feel compelled to rescue the agents in order or peril (that is, going first for the one with less time to live) things are not as easy, as it's likely we may need to first go for a different one first. Do keep this in mind. As long as we get to all five agents before their time is up, and find the location of the sword, all will be fine. Walkthrough: ------------ [Due to time constraints, I will use clues gained from previous playthroughs and work around the time and money constraints. I will explain where the clues are, but in a normal playthrough there won't be enough time to get them and complete the game.] [We begin in London. There is a bolted door here and a man is lurking in the shadows. The door, intriguing as may be, is of no consequence and we can ignore it.] TALK TO MAN [He says we can trust the triplets but beware one called Iron Fist.] [This is the starting clue, which is literal enough: there are three brothers in the game which provide good clues, and a character with a metal hand that does not. It tell us nothing about where to find them, though.] [One thing that the player can do right away is increase the money pot. There are two opportunities to raise it significantly: one is GO LEEDS, GO CASINO, and gamble away. It is risky and not recommended, but wastes little time. If we GO DERBY, then randomly we can get a clue about finding a valuable item in Nottingham. We then can GO NOTTINGHAM, GO LEFT, LOOK and we will find an envelope. There is a tricky trap here: if we OPEN ENVELOPE we will find a cheque to our name which we can try to cash by GO MIDDLESBOROUGH, GO BANK, CASH CHEQUE but it turns out the date is wrong and the cheque is no good. The solution is another: when we find the envelope we can EXAMINE STAMP and it will tell us it is a valuable black penny. We can then GO SOUTHAMPTON, EXAMINE STALLS, SELL STAMP to receive £2000, which will completely take care of all money issues. I have checked it is perfectly possible to do that and finish the game, but it cuts it really fine in terms of time. Consequently, we'll bypass all that and rely on our initial £500, which will be plenty.] [Now on with the game progress. The relative times left for each of the agents, though random, are likely to show Agent 5 having the least time, so all suggests to go for Agent 5 first, as he's the closest to demise. However, things are not that straightforward. If we travel to Carlisle, we will be told to quickly go to Manchester on a matter of life and death, so that's where our first agent is.] GO MANCHESTER [Outside a detached house, the front door is open] [We can ENTER DOOR, GO UPSTAIRS and we will hear some muffled sounds outside a door, but if we go in, we will manage to kill our fellow agent, as this is set up as a booby trap. There is a roundabout solution.] EXAMINE HOUSE [We go around the exterior of the house to the other side] [There is a ladder here. Believe me, there is. The game tells us about it randomly when we enter this location, which can make it easy to miss it.] CLIMB LADDER [We climb to a window and see a man tied to a chair and a rifle] [The rifle is obviously rigged to fire if anyone opens the door, but they haven't counted on the window.] GO ROOM [We rescue Agent 1, AKA Franz Miller. He gives us the code CIN.] [Now we continue exploring. If we GO BRISTOL, LOOK VEHICLES, GO BUS, LOOK BUS, GO UPSTAIRS, TALK TO MAN, GIVE MONEY we will be given the clue (in exchange for £5) that we need to find three brothers - one blind, one deaf and one dumb, just like the Three Wise Monkeys. This matches the "triplets" clue before, so it's redundant, but it's a bit more detail that's useful to keep in mind.] GO LIVERPOOL [A seedy nightclub] GO CLUB [A murky room with a jukebox playing] EXAMINE ROOM [There is a key here and a man behind the bar] GET KEY [It has the number 21] TALK TO MAN ["Say my name, stranger, and I will help"] JOHNSON [We guess he's the blind brother] [How did we know the name was Johnson? From a previous playthrough, by having travelled to Coventry. This will become clear later. He says "Go to Scotland and find my brother - he's deaf so blow your nose". Good tip, we'll do that right away. We also have the key, but that's less urgent.] GO ABERDEEN [Standing by a newsagents] GO SHOP [There's a frail man here] BLOW NOSE [We are give the message "Now go to Dundee to set your man free. Are you to be one to see?" and also "Go to see my brother down south, and scratch your ear". This tells us how to interact with the bookstall man in Coventry (which we haven't yet seen). We'll deal with the agent in Dundee later.] GO COVENTRY [At a street market, with lots of stalls] EXAMINE STALLS [All draw large crowds, except for a bookstall] EXAMINE BOOKSTALL ["Brian Johnson books", which is why we knew the name] SCRATCH EAR [He puts a book into our hands] EXAMINE BOOK [A paper slips out of it with the words PIERRE and 3876] [This is what we need to rescue Agent 5. Time is of the essence now.] GO YORK [There is a shed here] EXAMINE SHED [It has a combination lock] OPEN DOOR [Code?] 3876 [The door opens, we rescue Agent 5 (Pierre) and he gives us the code BAD] [Due to a bug it is possible that entering "3876" may not work right away. If that happens, repeat 3876, and the door will likely open. Two rescued agents, let's go to Dundee now for the third one.] GO DUNDEE [Outside a shop with darkened windows] BREAK WINDOW [Don't wait here or you will be fined by the police] GO SHOP [We are in - there is a computer inside] EXAMINE COMPUTER [Code?] [Now what code could work here? Remember the words of the deaf brother? Even if the sentence makes grammatical sense, he was just spelling out the code for us.] RU2B12C ["Are you to be one to see?"] [The vault opens and we rescue Agent 3, Ron Tripp, who gives us the code ROK. We will need him to come with us in order to rescue Agent 4.] GET RON [He follows us] GO OXFORD [Outside a farmhouse] GO HOUSE [We are told to go upstairs, where we find Annie Gramm, AKA Agent 4] [It is to be noted that without Ron Tripp we cannot enter the house; we will be told to bring him, which is why we knew we had to. We are now given another code, which is HOB, and just one agent is left. This one will, however, be a bit of a pain. First we need to make use of the key we found in Liverpool.] GO EXETER [We are at the station and there are rows and rows of lockers here] USE KEY [It opens locker 21, where we find £100 and a note] READ NOTE [The note says "under the cross in the green and brown, you'll see Auntie Dote, or she will go down". This is straightforward enough: it says we'll find a bottle of antidote under a cross, we can guess within a forest. This is found in Newport.] GO NEWPORT [We are in a huge tree-lined valley] [This is the only place in the game where the traditional directions N/E/S/W work, and is kind of a maze. In reality we are in the middle of the West side on a 3 by 3 square of forest locations. The place we seek is the middle of the South side, *but* we won't find it unless we enter that location from the East. This can be bemusing if the player is expecting "normal" geography instead of a programmatic maze. But once we know the secret, finding the place is easy enough.] GO EAST GO EAST GO SOUTH GO WEST [There is a cross etched on the oak trunk here] EXAMINE CROSS [There is a hole beneath it] EXAMINE HOLE [You find a bottle of clear liquid] GET BOTTLE [We are ready to rescue Agent 2 now.] GO PLYMOUTH [On a rocky shore overlooking a cave, but on the other side] [The problem is the following: the agent is in the cave, dying of poisoning (the antidote will sort that) but the cave is on the other side of the Plymouth Sound and we can't cross it until the tide is low. And the tide is low exactly with random change 1/5 each time we arrive in Plymouth, so most likely if we try to GO CAVE we will be told that's impossible as the tide is high. The most practical way to deal with this is to go away and return to Plymouth until the tide is low. I suggest going to Exeter, since it's only 1 hour away. So try the sequence GO EXETER, GO PLYMOUTH until chance strikes. This can be frustrating, because 2 hours will pass each time we make the round trip (and £12 will be spent), and it's possible Agent 2's time will be up. Nothing we can do but restart in that case: the game is unforgiving.] GO CAVE [We can finally cross, and we find a lady lying in the cave] EXAMINE LADY [We give her the liquid and she recovers - gives us the code LED] [We are now done with the agents and we can go get the sword. I'll remark that even if we know where it is, we can't get to the sword until all five agents have been rescued. If we GO CARDIFF, GO HILL we'll be given the clue to remember the word SARFAS, but it is a false clue (since the spelling is SAFRAS instead). That leads to the Sword of Doom, which will kill us. There are other false clues, including a fake code for rescuing Agent 5. In any case, the true Safras sword is in Reading.] GO READING [At the University, there is a bunker here] ENTER BUNKER [We have the Safras sword and our code is TANGO]. [End of game.]