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During the eighties and early nineties, the world of Adventure Games belonged to Sierra. Games series like King's Quest, Space Quest, Police Quest, and Quest for Glory, established the company's love of quests, and in 1989 there was Laura Bow: The Colonel's Bequest, following in the same naming format of putting the word "quest" somewhere in the title of each game. The game was created by Roberta Williams of King's Quest fame, and borrowed elements from Williams' Mystery House, created in 1980 and known as one of the first graphical adventures.The Colonel's Bequest used a traditional text parser and 16 color graphics, much like Sierra's other games of the time. The plot, which took place in 1925, involved protagonist Laura Bow, a graduate of Tulane University, being invited by her friend Lillian to her uncle's New Orleans plantation home, where relatives and employees have gathered for the reading of the old Colonel's will. Secrets and deceptions abound as the guests quickly start to disappear, and it is up to Laura to find out what is going on and solve the mystery before it is too late. Turns out she can't: almost everybody will die regardless of what you do, and none of the secrets and deceptions are at all related to the murderer.Unlike most of Sierra's adventures, the game stood out in that it focused on gathering information and evidence by asking questions or overhearing conversations rather than the typical formula of putting two items together to achieve a goal, although there were a few item-based puzzles to solve that would help Laura obtain additional clues. The player was required to figure out for themselves what was going on by piecing together parts of the story. In the end of the game, you find two fighting people and get to shoot either of them, and will receive a "good" ending or a "bad" ending depending on which you pick. There were also many clues that did not have to be uncovered in order to win the game, increasing replayability and challenging the player to become an amateur sleuth.Another thing that made the game notable was that it ran on a time system that would change when Laura triggered an event every fifteen minutes, the entire game taking place over the course of one night. Because the game didn't tell you outright what you were supposed to do with the information you collected, it is difficult to know just what is going on on the first playthrough, and easy to miss important events if you triggered the next event too soon. Characters would make plans to meet in various places at certain times and could be followed or spied upon.The second and last in the series, The Dagger of Amon Ra (1992), used 8 bit colors and a point-and-click interface. It takes place a year after the first game, in New York, where Laura, now a newspaper reporter, is charged to write a story about the dissapearance of an antique dagger from a local museum. Attending a benefit at the museum, she meets the various suspects, who quickly begin to die off one by one. This game had a similar time system but involved more straight-forward, item-based puzzles than the previous game. Like its predecessor, it also required the player to make their own conclusions in order to solve the murders. The identity of the murderer is not revealed at the end of the game, and instead the player is asked a series of questions in order to determine who the culprit is based on evidence collected.
Cassandra Truth: No one ever believes Laura when she warns them about the murders. In the first game, half of the estate's inhabitants have been killed before anyone believes that something's happening.
If Laura goes through any of the secret passageway tunnels in the sequel without either lighting the lamp before she enters or while inside, she will be attacked and killed by bats, which is odd when these tunnels have no critter or any other danger whatsoever when lit. Subverted in the last tunnels near the end of the game as while while she doesn't immediately get killed for entering the dark area, she can't do anything productive either.
Dramatis Personae: The first game is presented as if it is a stage play, introducing the cast this way before the start of act one.
Drop-In Nemesis: various things Laura did could cause the murderer to appear out of nowhere in the first game, including taking a shower, in an homage to Psycho, complete with a snarky Have a Nice Death.
Which is kind of odd seeing as this could happen right at the beginning of the game long before Lillian snaps starting her killing spree
Expy: The first game is a Darker and Edgier adaptation of the popular tabletop game Clue - turned into a narrative story as seen from the eyes of the detective. Though many liberties were taken in order to make it as engrossing as it is, most of the setting and characters are based directly on the tabletop game. Most notable are the characters of Colonel Dijon (Mustard) and Ethel Prune (Plum), the many secret passageways throughout the mansion, and the various weapons used by the murderer during the game (poison, pistol, dagger, and so on).
Falling Chandelier of Doom: In the first game, walking down the hallway of a house will cause a chandelier to fall directly on top of Laura, crushing her to death.
Funny Terrain Cross Section: In the first game, the underground passage to the mansion's secret basement contains a tyrannosaurus skeleton.
It Was Here, I Swear: In the first game, every time Laura comes across a dead body or the signs of a struggle, everything is immaculately cleaned up moments after she leaves, making it hard to tell anyone what's going on.
The Jeeves: Lampshaded with the butler named Jeeves!
Multiple Endings: In the first game, you either shoot the colonel, or do nothing and let Rudy kill him in the struggle, which is the bad ending or shoot Rudy and injure him, resulting in the good ending. In the second game, it's get all the accusations wrong.
Or even get them right without having found the necessary evidence to back up your claims.
Nasty Party: In the bad ending of the first game Rudy lies that this was the Colonel's plan all along.
Not Proven: if you fail to find enough evidence, even if you've already figured out who the murderer is. In Amon Ra, even if you identify the killer but fail to convict them, Laura will eventually be murdered in her sleep.
Obfuscating Disability: Colonel Dijon of The Colonels Bequest was apparently wounded and rendered unable to walk during the Spanish-American War. You can see him stand and/or walk under his own power at two separate points in the game.
Passed Over Inheritance: Given the fact that the Colonel stated that his estate will be divided equally among everyone present at the manor when he made the announcement who outlives him (Other than Laura), the obvious explanation as to why virtually everyone in the manor turns up dead over the course of the next few hours is that the killer is someone hoping to increase their share of the pie. It's actually Lillian, who doesn't care about the money but wants to restore her perceived status as the Colonel's favorite relative by making her his only relative.
Yet Another Stupid Death: The chandelier only falls on Laura if she walks down the exact center of the first floor hallway. Which is right where the front doors deposit her, causing plenty of accidental deaths when the player forgets to sidestep.