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Key & Compass presents:
Ryan Veeder's Agatha Christie's the Murder on the Orient Express
by Ryan Veeder

Ryan Veeder's Agatha Christie's the Murder on the Orient Express is a Glulx interactive fiction game written with Inform 7 and is © 2026 by Ryan Veeder. It was an entry in IF Comp 2026 where it took 5th place.

In Ryan Veeder's fully-authorized adaptation of Agatha Christie's famous novel, you play as the great genius and peerless detective Hercule Poirot. You are just finishing your meal in the Dining Car of that most luxurious of trains, the Orient Express, when Captain Hastings arrives, white as a sheet. You understand immediately. There has been... a murder. Examine everything! Talk to everyone! Collect clues! Leave no corpse unturned! Find your moustache-comb! And then, accuse the murderer. Poirot is never wrong!

This solution is by David Welbourn, and is based on Release 1 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Maps

Map 1: The Orient Express

Tunnel Compartment20 Compartment25 ErnestineTodd'sCompartment ArthurSimpson'sCompartment MyCompartment DaisyArmstrong'sCompartment 36 20 25 4 6 Locomotive 38 BaggageCar 19 Third ClassPassenger Car 8 Second ClassPassenger Car 2 First ClassPassenger Car DiningCar 12 ObservationCar 50 17 Streets ofConstantinople Streets ofCalais Compartment50 Streets ofMarrakesh Eliza Dunn'sCompartment Canals ofVienna AriadneOliver'sCompartment Snowdrift Streets ofIstanbul Streets ofBudapest/Bucharest u out out out out out out b go train go train out go train out go train out go train go train go train d go 20 go 25 go 4 go 6 go my go Daisy f out out go 50 out go 17 out go Ariadne out out out b f b f b f b f b f

Map 2: Istanbul

DiningCar Streets of Istanbul HagiaSophia The Kitty-Kat Club Hospital HagiaSophia(Roof) PatriciaMatthews'DressingRoom Morgue go train out out out d out u out go church go club go hospital u go room d

Map 3: Yugo-Slavia

First ClassPassenger Car Farmhouse WindowlessCabin Snowdrift SnowyField Forest Mountains Bunker out in d go train out u

Map 4: Budapest/Bucharest

Summit Clockworks ObservationCar 40 Office Streets ofBudapest/Bucharest Tower ofBudapest/Bucharest Storage Catacomb(west) 30 Catacomb(east) d d go train d go tower out u u u out u u d d

Map 5: Vienna

Second ClassPassenger Car 🚠 Canals of Vienna 🚠 SigmundFreud'sOffice CasinoGreco Prison ofVienna randomlocation Da Vinci'sLaboratory FilthyTunnel FilthyCanal go train out out out u u u out go Freud go casino go prison d go 4 d (hypnotized)

Map 6: Calais

BaggageCar Streets of Calais OperaHouseLobby Rue desAvions CathédraleSte. Agatha-de-Christie DressingRoom Catacomb(west) 30 Catacomb(east) out go opera go rue go church in d go train out out out out u

Map 7: Marrakesh and Casablanca

Third ClassPassenger Car Streets of Marrakesh Saloon FamedSteamerLuxor MeetingRoom Streets of Casablanca Fez Shop Pyramids Tomb go train out out out go Luxor out n out out go saloon go Luxor go door out go shop s in

Map 8: Constantinople

Locomotive Streets of Constantinople Desert Racetrack HotelScheherezade Dig Site Night 602 (go ×5) go train out out out out out sw go track go hotel se. sw.nw. ne. s. look upNight 602

Map 9: Underground

BaggageCar 36 Dead End Tunnel Portcullis Chasm Detritus Omphalos SwelteringPassage Gate ofthe SevenSeals Crawlway Null Abyss Colosseum u u u u u d d d d d

Walkthrough

Dining CarClues: 0-2

You are playing as Hercule Poirot. You are just finishing your meal when Captain Hastings informs you there's been a murder.

There is no reason to hurry anywhere. Take your time to EXAMINE everything. Sometimes you also want to SEARCH something or LOOK UNDER something, which is not the same action as searching. Poirot tip: look under every dead body!

You are primarily looking for clues. Don't forget to TAKE a clue when you find one. There are fifty clues to find and you want as many as you can get.

Conversation is almost always accomplished with the TALK TO command. You need only TALK TO each character twice. You will be told explicitly when you need to ASK someone ABOUT something.

> about.

> x me. i. (carrying nothing)

> look. x Hastings. talk to him. g.

> x bucket. x clue. take clue.

> x table. look under table. take clue.

> x windows.

> x observation car. ("12")

> b. (no: you need 12 clues to go through that door.)

Several doors in this game are clue-locked. Clue-locked doors each have a brass placard telling you how many clues you need to open it. You can also refer to that door by that number, which is very handy.

> f.

First Class Passenger CarClues: 2-3

> x dustbin. take clue.

> enter my door.

My CompartmentClues: 3

Your moustache-comb is missing!

> out. go Daisy.

Daisy Armstrong's CompartmentClues: 3-5

By the way, the estimated time of death is randomized every time you look.

> x Daisy. (stabbed)

> x ashtray. take clue.

> look under Daisy. take clue.

> x bed.

> out. go Ariadne.

Ariadne Oliver's CompartmentClues: 5-6

> x Ariadne. talk to her. g.

> x hatbox. open it. take clue.

> out. f.

Second Class Passenger CarClues: 6-7

> x cart. take clue.

> x Todd's. ("4")

> x Simpson's ("6")

> x Dunn's. ("17")

> go 4.

Ernestine Todd's CompartmentClues: 7

> x Todd. talk to her. g.

> out.

Second Class Passenger CarClues: 7

> go 6.

Arthur Simpson's CompartmentClues: 7

> x Arthur. talk to him. g.

> out.

Second Class Passenger CarClues: 7

> exit.

Canals of ViennaClues: 7-8

> x train. x canals. x gondolier.

> talk to him. g. (He suggests visiting the Prison, the Casino, and Sigmund Freud.)

> x gondola. take clue.

> go Freud.

Sigmund Freud's OfficeClues: 8-9

> x Freud. talk to him. g.

> x box. open it. take clue.

> x watch. (for hypnotism)

Shall he try to hypnotize you?

>> no.

If you let Freud hypnotize you, you teleport to a random visited location, and that would mess up the flow of this walkthrough.

> out.

Canals of ViennaClues: 9

> go casino.

Casino GrecoClues: 9-10

> x Grant. talk to her. g.

> x baccarat. x dealer. x shoe. take clue.

> play baccarat. x pallet.

> x craps. play craps.

> x roulette. bet on 13. (you win)

> out.

Canals of ViennaClues: 10

> go prison.

Prison of ViennaClues: 10-11

> x Jimmy. talk to him. take clue. talk to him.

> x cell 1. (disgusting criminal)

> x cell 2. (hateful criminal)

> x cell 3. (repugnant criminal)

> x cell 4. go tunnel.

Filthy TunnelClues: 11

> x slime. d.

Filthy CanalClues: 11-12

> x basket. take steel key. x it.

> x urchin. talk to him. g.

> x muck. take clue.

> u. u. out.

Canals of ViennaClues: 12

> go train.

Second Class Passenger CarClues: 12

> f.

Third Class Passenger CarClues: 12-13

> x napkin. take it. take clue.

You can't go any further here just yet. Head for the observation car, now that you have at least 12 clues.

> b. b. b. b.

Observation CarClues 13-15

> x Lemon. talk to her. g.

> x book. take clue.

> x bench. take clue.

> exit.

Streets of Budapest/BucharestClues: 15

Every exit from the train leads to a different place along the route. This city and its tower are both called Budapest and Bucharest interchangeably. Get used to it.

> x colors. listen. smell. x Tower.

> go tower.

Tower of Budapest/BucharestClues: 15-16

> x basalt. x marble. take clue.

> x stairway. x massive. x less.

> u.

OfficeClues: 16-18

> x Ralph. x knife. talk to Ralph. g.

> x Henry. (another stabbing)

> look under Henry. take clue.

> x desk. open drawer. take clue.

> x door. ("40")

> d. d.

StorageClues: 18-19

> x shelves. take books. take clue.

> x tapestry. ("42824")

> d.

Catacomb (east)Clues: 19-20

> x door. ("30")

> x epitaphs. x dust. x bones.

> x cobwebs —or— x brazier. take clue.

> u. u. out. go train.

Observation CarClues: 20

Time to check out the "17", "19" and "20" doors.

> f. f. f.

Second Class Passenger CarClues: 20

> go 17.

Eliza Dunn's CompartmentClues: 20

> x Eliza. (You acquire a steamer ticket.)

> x ticket. (For the steamer Luxor.)

> talk to her. g.

> out. f.

Third Class Passenger CarClues: 20

> go 20.

Compartment 20Clues: 20

> x portmanteau. open it.

> x guide. take it.

This guide has something to say about almost every location in this game.

> out.

Third Class Passenger CarClues: 20

> x guide. (Entering compartment 50 is optional. Everything is optional.)

> f.

Baggage CarClues: 20-24

> x bag. take clue.

> x crate. (empty)

> x trunk. ("36")

> x case. open it. take clue.

> x coffin. open it. take clue.

> x safe. (dial goes up to 30)

> x guide. (Combo to the safe is "17, 6, 22.")

> dial 17 on safe. dial 6 on safe.

> dial 22 on safe. open safe. take clue.

> exit.

Streets of CalaisClues: 24

> x driver. talk to driver. g.

> x sky. x rue. x opera.

> x cathedrale. go it.

Cathédrale Ste. Agatha-de-ChristieClues: 24-25

> x nun. talk to nun. g.

> x pew. x mousetrap. take clue.

> x window. pray.

> d.

Catacomb ((west)Clues: 25-26

> x niche. take clue.

> u. out. go rue.

Rue des AvionsClues: 26-27

> x Lady. talk to Lady. g.

> x bicycle. x gears. take clue.

> x flowers. take flowers. (You now have a bouquet.)

> x bouquet. smell it.

> out. go opera.

Opera House LobbyClues: 27-28

> x Bunny. talk to her. g. ("Yustrepa, the prima ballerina, has been murdered.")

> x room. (cloakroom or side hallway?)

> x cloakroom. take clue.

> x hallway. go dressing room. (A bearded man demands a ticket and shoves you back.)

> out. go train.

Baggage CarClues: 28

> b. go 25.

Compartment 25Clues: 28

> x valise. open it. x comb. take it. (You can now ACCUSE the murderer.)

> comb moustache.

> out. exit.

Streets of MarrakeshClues: 28

> go saloon.

SaloonClues: 28-29

> x Valentine. talk to her. g.

> x bar. (has green, brown, and clear bottles)

> x green bottles. (wine)

> x brown bottles. (whiskey)

> take clue.

> x clear bottles. (vodka)

> x door. (back room)

> go door.

"What's the password?" > murder (That's not it.)

> x guide. (Ask the nun in Calais about the password.)

Sure, let's run over and do that now.

> out. go train. f. exit. go church.

Cathédrale Ste. Agatha-de-ChristieClues: 29

> ask nun about password. ("BANDANA DAN")

> out. go train. b. exit. go saloon.

SaloonClues: 29

> go door.

"What's the password?" > bandana dan

You step through the door to...

Meeting HallClues: 29-30

> x Gold. talk to him. g.

> x terrorists. x map. take clue.

> x guide. ("All art is political.")

> out. out.

Streets of MarrakeshClues: 30

> go Luxor.

Famed Steamer LuxorClues: 30-31

When on board the Luxor, you're at either Casablanca or Marrakesh every other turn.

> x Colonel. talk to him. g.

> x decorations. x skull. take clue.

> x Nile. z.

When the steamer is at Casablanca:

> out.

Streets of CasablancaClues: 31-32

> x shop. x outskirts. x city. take clue.

Note that listening to the scream or city also lets you find Casablanca's clue.

> go shop.

Fez ShopClues 32-33

> x Adeline. talk to her. g.

> x fez. buy fez.

> x guide. (secret compartment in tiled walls)

> x tiles. search tiles. (nope)

> open tiles. take clue.

> out. s.

PyramidsClues 33-34

> x Pamela. talk to her. g.

> x Khufu. (has four sides)

> x Giza. x Sphinx. take clue.

> x southeast side. (pleasant)

> x southwest side. (has secret passage)

> x northwest side. (okay)

> x northeast side. (picked clean)

> in.

TombClues 34-36

> x mummy. look under mummy. take clue.

> x jar. open jar. take clue.

> x gold. x lever. pull lever. (machinery sound)

There are seven of these levers in the game; please pull all of them. You won't learn what any of them do until quite late in this walkthrough.

> out. n. go Luxor. out. go train.

Third Class Passenger CarClues: 36

> b. b. b.

Dining CarClues: 36

> exit.

Streets of IstanbulClues: 36-37

> x rickshaw. take clue.

> x dust. x dander.

> x church. x club. x hospital. x train.

> go church.

Hagia Sophia/SofiaClues: 37-38

This church's name flip-flops from Hagia Sophia to Hagia Sofia completely at random.

> x Ada. talk to Ada. g.

> x archways. x plate. take clue.

> x mosaics. x stairway.

> u. (Ada stops you. The roof is for locals only, and you're hardly dressed as a local, wink wink.)

> wear fez.

> u. (You now look local enough to suit Ada.)

Hagia Sophia/Sofia (Roof)Clues: 38

> x view. x lever. pull it.

> d. out. go club.

The Kitty-Cat ClubClues: 38-39

> x George. talk to him. g.

> x stage. look.

> x necktie. take it. take clue.

NOTE: You can only go backstage the first time if you have the bouquet, which is a suitable gift for Patricia. Without the bouquet in hand or in the dressing room already, George stops you.

> go backstage.

Patricia Matthews's Dressing RoomClues: 39-40

> x Patricia. talk to her. g.

> x mirror. x yarrow. x olives.

> take olives. eat olives. take clue.

> take yarrow. (no, but you may throw them)

> throw yarrow.

The yarrow stalks fall in a random order, showing you a grid of characters like this:

 r v e r c . e d n e 
 n / o e t t r i e e 
 m r e x p a s s t / 
 p e w t h 3 s .   m 

If you sort the columns to look like this:

 r c v e e d e r . n 
 e t / o r i e n t e
 x p r e s s / m a t
 t h e w s . m p 3

the characters spell out rcveeder.net/orientexpress/matthews.mp3, a link for a sound file you can and should listen to.

Hear with your own ears Patricia Matthews, that incomparable chantreuse, sing her haunting ballad about the murderer of the Orient Express! A must-not-be-missed experience!

> out. out. go hospital.

HospitalClues: 40-41

> x Peter. talk to him. (A clue falls from his sleeve.)

> take clue. talk to him.

> d.

MorgueClues: 41-42

> x Tommy. talk to him. g.

> x sink. take clue.

> x body. (Another stabbing victim.)

> look under body. (You acquire an opera ticket.)

> x opera ticket.

> u. out. go train.

Dining CarClues: 42

> f. exit.

SnowdriftClues: 42

> x train. x snow. g.

> e.

Snowy FieldClues: 42

> x snow. x farmhouse. x wood.

> n.

FarmhouseClues: 42-43

> x Jane. talk to her. (She still remembers the Yugo-Slavian animal crime code. Ask her about any animal, and she can tell you which crime it represents.)

> ask Jane about lion. ("bigamy")

Stick a pin in this animal code for later.

> x fire. x woodpile. take clue.

> s. e.

ForestClues: 43-44

> x fox. pet fox.

> x hole. take clue.

> x pile. (You find a metal hatch down.)

> x hatch. (set it to a five-digit number.)

Do you remember the number you saw on the tapestry in the Tower of Budapest/Bucharest's storage room?

> set hatch to 42824.

> d.

BunkerClues: 44-45

> x Major. talk to him. g.

> x radios. x radar. take clue.

> x computers. x lever. pull lever.

> u. e.

MountainsClues: 45-46

> x mountains. x moon. take clue.

> x cabin. (no windows)

> in. (locked)

Remember, you did find a key in Vienna's filthy canal.

> unlock door with key.

> in.

Windowless CabinClues: 46-47

> x Charles. talk to him. g.

> x rug. take clue.

> x table. (Shows a path going southeast, southwest, northwest, northeast, then south. Remember that list of directions.)

> out. w. w. w. go train.

First Class Passenger CarClues: 47

Return to the Calias opera house:

> f. f. f.

Baggage CarClues: 47

> exit. go opera.

Opera House Lobby

If you have the opera ticket, you can enter the dressing room.

> go hallway.

Dressing RoomClues: 47-48

> x Mrs. talk to her. g.

> x corpse. look under it. (lever found)

> x lever. pull it.

> x bundle. take clue.

> out. out. go train. f.

LocomotiveClues: 48-49

> x conductor. talk to him. g.

> x firebox. take clue.

> exit.

Streets of ConstantinopleClues: 49-50

> x business —or— x artistry.

> x washer-woman. x tub. take clue.

After you find fifty clues, you will no longer find clues in places where clues might be found. I'll mark those remaining places in the walkthrough with "(clue barren)" so you know where a clue might have spawned if you went there earlier.

> x hotel. x racetrack. x desert.

> go hotel.

Hotel Scheherazade

> x Valerie. talk to her. g.

> x lobby. x umbrella stand. (clue barren)

> x table. x book. (One of the nights contains all the others. You can look up Night 70, for example.)

> look up Night 7.

> look up Night 70.

> look up Night 700.

> x guide. (not helpful!)

As far as I know, you either need out-of-world knowledge about "Thousand Nights and One Night" to solve this, or brute-force every number from 1 to 1001 and hope you find the right one. Brute force is clearly ridiculous, and since the game did suggest three reference works with your wrong guesses, use those references.

> look up Night 602. (That's the one.)

Night 602

> x palace. x Scheherazade.

> talk to her. g. (She points out a lever.)

> x lever. pull it.

> x Nights. (in Arabic.)

> x guide. ("What is it about the number 602?")

Oh, now the guide mentions it.

> out. out. go racetrack.

Racetrack

> x Ronnie. talk to him. (He tells you his system: bet on 2. then bet on 29, then bet on 88.)

> x window. (clue barren)

> x tellers. x camels. x stands.

> out. go desert.

Desert

Follow the Windowless Cabin's map's directions here. If you go five other directions, you return to the streets of Constantinople.

> se. sw. nw. ne. s.

Dig Site

> x Joanna. talk to her. g.

> x dig. x hieroglyphs. (Remember the animal sequence! Make a note! It's randomized!)

> x potsherds. (clue barren)

> out.

Desert

> n. n. n. n. n.

Streets of Constantinople

> go train.

Locomotive

> b.

Baggage Car

> x trunk. open it.

> d.

Tunnel

Sure, let's have an underground tunnel beneath a moving train.

> w.

Dead End

> x brick. x guide.

> e. e.

Portcullis

> x panel. (many buttons with crime words like perjury, racketeering, mutiny, etc.)

> x portcullis.

> x guide. ("Nobody knows who put this portcullis here.")

> w. u.

Baggage Car

> b.

Third Class Passenger Car

> go 50.

Compartment 50

Honestly, I was half-expecting Ryan Veeder himself to be sitting in here. But this character was well worth the wait as well.

> x Vera. talk to her. g.

We'll get back to our dear friend Vera in due time. Return to Casino Greco:

> out. b. exit. go casino.

Casino Greco

Use Ronnie's betting strategy here on the roulette wheel:

> bet on 2. bet on 29. bet on 88.

The floor opens, and a new staircase downwards is revealed.

> x staircase. d.

Da Vinci's Laboratory

> x machine.

> x equipment. search it. (clue barren)

> x lever. pull it.

> x manuscript. (alas, it's in code)

> x windows.

> u. out. go train.

Second Class Passenger Car

There was also a door above the office in the Tower of Budapest/Bucharest. Go check that out:

> b. b. b.

Observation Car

> exit. go tower. u. u.

Clockworks

> x gears. (You find a lever and an oil can.)

> x lever. pull lever.

> x oil can. (clue barren)

> u.

Summit

> x campfire. (clue barren)

> x lights —or— x Budapest.

> x stars.

> x Hugo. talk to him. g. (He's waiting for the sky to unveil her secrets.)

Apart from the underground region beyond the portcullis, which I shall leave until last, you've seen all of the other locations and suspects, and you've pulled all the levers.

In this phase of the walkthrough, you will now accuse each and every one of those suspects. Every accusation is correct and true because Poirot is never wrong!

Since a successful accusation ends the game, you must UNDO every win in order to see the next winning ending. And we will accuse dear Vera last, okay?

And only after accusing Vera, we will explore the underground tunnels past the portcullis.

Does that sound like a plan? Great. Start here.

> accuse Hugo.

*** The End ***

> undo

> d. d.

Office

> accuse Ralph.

*** The End ***

> undo

> d. out. go train.

Observation Car

> accuse Lemon.

*** The End ***

> undo

> f.

Dining Car

> accuse Hastings.

*** The End ***

> undo

> exit. go church.

Hagia Sophia/Sofia

> accuse Ada.

*** The End ***

> undo

> out. go club.

The Kitty-Cat Club

> accuse George.

*** The End ***

> undo

> go room.

Patricia Matthews' Dressing Room

> accuse Patricia.

*** The End ***

> undo

> out. out. go hospital.

Hospital

> accuse Peter.

*** The End ***

> undo

> d.

Morgue

> accuse Tommy.

*** The End ***

> undo

> u. out. go train. f. go my.

My Compartment

> x guide. ("If you ever die, you will respawn in your compartment.")

> out. go Daisy.

Daisy Armstrong's Compartment

> x guide. (makes more sense for Daisy to be the victim instead of Samuel Ratchett)

> accuse Daisy.

*** The End ***

> undo

> out. go Ariadne.

Ariadne Oliver's Compartment

> x guide. ("... a gloss of author Agatha Christie")

> accuse Ariadne.

*** The End ***

> undo

> out. exit. e. n.

Farmhouse

> accuse Jane.

*** The End ***

> undo

Take this opportunity to convert the list of animals you saw as hieroglyphs at the Dig Site into a list of crimes. When I played, the animal-combo was lion, weasel, leopard, scorpion, cobra, locust. I use this as an example only; you should ask Jane about the hieroglyph animals that you saw:

> ask Jane about lion. (bigamy)

> ask Jane about weasel. (burglary)

> ask Jane about leopard. (libel)

> ask Jane about scorpion. (piracy)

> ask Jane about cobra. (forgery)

> ask Jane about locust. (murder)

Make a note of your crime-combo so you can refer to it later. Moving on...

> s. e.

Forest

> accuse fox.

*** The End ***

> undo

> d.

Bunker

> accuse Major.

*** The End ***

> undo

> u. e. in.

Windowless Cabin

> accuse Charles.

*** The End ***

> undo

> out. w. w. w. go train. f. go 4.

Ernestine Todd's Compartment

> accuse Todd.

*** The End ***

> undo

> out. go 6.

Arthur Simpson's Compartment

> accuse Arthur.

*** The End ***

> undo

> out. go 17.

Eliza Dunn's Compartment

> accuse Eliza.

*** The End ***

> undo

> out. exit.

Canals of Vienna

> accuse gondolier.

*** The End ***

> undo

> go Freud.

Sigmund Freud's Office

> accuse Freud.

*** The End ***

> undo

> out. go casino.

Casino Greco

> accuse Grant.

*** The End ***

> undo

> accuse dealer.

*** The End ***

> undo

> out. go prison.

Prison of Vienna

Poriot will not accuse the prisoners. How absurd that would be!

> accuse Jimmy.

*** The End ***

> undo

> go 4. d.

Filthy Canal

> accuse urchin.

*** The End ***

> undo

> u. u. out. go train. f. exit. go saloon.

Saloon

> accuse Valentine.

*** The End ***

> undo

> go door.

Meeting Room

> accuse Gold.

*** The End ***

> undo

> out. out. go Luxor.

Famed Steamer Luxor

> accuse Colonel.

*** The End ***

> undo

> out. go shop.

Fez Shop

> accuse Adeline.

*** The End ***

> undo

> out. s.

Pyramids

> accuse Pamela.

*** The End ***

> undo

> n. go Luxor. out. go train. f. exit.

Streets of Calais

> accuse driver.

*** The End ***

Goodness, I need a moment to compose myself after that one. Okay, I'm good now.

> undo

> go opera.

Opera House Lobby

> accuse Bunny.

*** The End ***

> undo

> go hallway.

Dressing Room

> accuse Mrs.

*** The End ***

> undo

> out. out. go rue.

Rue des Avions

> accuse Lady.

*** The End ***

> undo

> out. go church.

Cathédrale Ste. Agatha-de-Christie

> accuse nun.

*** The End ***

> undo

> out. go train. f.

Locomotive

> accuse conductor.

*** The End ***

> undo

> exit. go hotel.

Hotel Scheherezade

> accuse Valerie.

*** The End ***

> undo

> look up Night 602.

Night 602

> accuse Scheherezade

*** The End ***

Mon deux! Please save Poirot from such an embarassment!

> undo

> out. out. go racetrack.

Racetrack

> accuse Ronnie.

*** The End ***

> undo

You will not sully this serious murder investigation by accusing the tellers.

> out. go desert. se. sw. nw. ne. s.

Dig Site

> accuse Joanna.

*** The End ***

> undo

> out. n. n. n. n. n.

Streets of Constantinople

> go train. b. b. go 50.

Compartment 50

> accuse Vera.

*** The End ***

If I was forced to pick my favourite ending, it was that one. But now it's time for the portcullis.

> undo

> out. f. d. e.

Portcullis

Push the buttons of the crimes associated with the animals you saw in the Dig Site hierogylphics. The crime-combo is randomized, so this is just an example:

> push bigamy. push burglary. push libel.

> push piracy. push forgery. push murder.

The portcullis opens.

> e.

Chasm

> x sides. x guide. (safe to climb down)

> d.

Detritus

> x dolls. x clothes. x furniture. x lumber.

> x guide. (suggests looking under the lumber)

> look under lumber. (You find a crawlway down.)

> d.

Crawlway

> x guide. w.

Gate of the Seven Seals

Every time you pulled a lever, one of these seals opened. After all seven levers are pulled, the Gate opens as well.

> x gate.

> w.

Sweltering Passage

> x lava. x causeway. x smoke.

> w.

Omphalos

> x stone.

> d.

Null Abyss

This is nowhere. There are no exits. And no you either.

> z. z. z. z. z.

The exits are now up and down.

> d.

Colosseum

> x robot. accuse it. (no, violence is the answer)

> kill it. (It turns into a random animal!)

Refer to each animal by its name. There are no shortcuts in this battle. This is how my battle went:

> kill leech. kill rat. kill locust.

Do you understand yet, dear reader?

> kill worm.

Poirot must keep the monster occupied in battle.

> kill scorpion. kill lion.

Wickedness has ceased!

> kill leopard. kill owl. kill wolf. kill bear.

This is the real ending.

> kill vulture.

But this ending can never end.

> kill weasel. kill dog. kill sloth.

> kill cobra. kill crocodile. kill donkey.

The author regrets he must ask you to commit to this battle as Poirot must.

> kill pig. kill hippo. kill bee. kill skunk.

The author thanks you for your sacrifice.

> kill toad. kill wasp. kill rhinoceros.

Don't expect a reward.

> kill jackal. kill lion. kill bee.

> kill leech. kill skunk. kill weasel.

There is perhaps a lesson here...

> kill vulture. kill rat. kill hippo.

> kill fox. kill jackal. kill cobra.

> kill scorpion. kill dog. kill owl.

> kill crocodile. kill bear. kill leopard.

> kill worm. kill locust. kill rhinoceros.

Psst. The author has left the building. If you decide to quit now, he won't know. Well, okay, he might notice evil returning to the world, but other than that, he won't know.

I've got to go too. If you decide to stay and keep the world safe from evil, I'll try to remember to drop by in a hundred years or so, and see if you want a sandwich or anything. Our Dennis makes a beef dripping that would make you proud. Good luck. And thank you.


Extras

Characters

The protagonist:

Poirot's dear friends:

Special guest stars:

Assorted nobodies:

Animals:

Found dead:

Mentioned in the main text:

Mentioned only in endings:

Testers and Patrons:


Credits

This is the response to CREDITS:

(Thank you for your interest in Ryan Veeder's Agatha Christie's the Murder on the Orient Express. It was tested by Sarah Willson, Tobias V. Langhoff, Jenni Polodna, Robert Eggleston, Jason Love, and Ori Avtalion.

Development of this game was supported by my wonderful Patreoneers. Huge thanks to: Allen Tan, Benjamin Slade, BrettW, Carl Muckenhoupt, Carolyn VanEseltine, Derek Sotak, Doug Orleans, Emily Short, Evan Hahn, Grant Veeder, Greg Frost, I'm Not Here, Ivan R, Jacques Frechet, Janice M. Eisen, Jason Love, Jason Mehmel, Jenelle Marie, Jenni Polodna, Jeremy P. Wright, Jessica Seidl, Josh Lawrence, Karl Ove Hufthammer, Kenneth Hon, Maiko Ziegler, Mark, Matthew Zimmermann, Nils Fagerburg, Ori Avtalion, Q. Pheevr, Rich Cheng, Robert Eggleston, Robert Paloutzian, Robin Johnson, Rus Whang, Sammy El-Bahrawy, Sarah, Sarah W, Stephen Norris, Tobias V. Langhoff, Tycho Clendenny, Yerrik, Zachary Dillon, and Zachary Hodgens.

Hey, you should join them, by going to patreon.com/rcveeder!)


Endings

All the endings in this game that actually end the game begin with you accusing someone and ending with the epitaph: The End. You cannot accuse yourself or the inanimate, and you must possess your moustache-comb. All accusations are correct and true because Hercule Poirot is never wrong!

There is also a non-ending (yet true) ending achieved by entering battle with the shape-shifting evil robot TORIOP at the center of the Earth. To truly achieve this ending, you, the player, must equal Poirot's heroic sacrific and play the game forever, fighting every new form that the robot shifts into. No, really.

Assuming that that isn't quite what you wanted to do for the rest of your life — and afterlife! — well, here's a brief summary of the accusation endings, which of course is no substitution for seeing the actual endings that the author, Monsieur Veeder, generously wrote up for your edification and enjoyment:

Also, there was a run-time problem with accusing the washer-woman, so pretend that didn't happen.


Inventory

Clue locating actions

One clue can be found anywhere:

  1. hint —or— help.

Clue locating actions on the Orient Express:

  1. examine champagne bucket @ Dining Car.
  2. look under tables @ Dining Car.
  3. examine dustin @ First Class Passenger Car.
  4. examine ashtray @ Daisy Armstrong's Compartment.
  5. look under Daisy @ Daisy Armstrong's Compartment.
  6. open hatbox @ Ariadne Oliver's Compartment.
  7. examine service cart @ Second Class Passenger Car.
  8. take soiled napkin @ Third Passenger Car.
  9. examine mail bag @ Baggage Car.
  10. open guitar case @ Baggage Car.
  11. open coffin @ Baggage Car.
  12. open safe @ Baggage Car. (Unlock the safe first, of course. Examine the travel guide there to learn the safe's combo.)
  13. examine firebox @ Locomotive.
  14. examine bench @ Observation Car.
  15. examine novel @ Observation Car.

Clue locating actions in Istanbul:

  1. examine rickshaw @ Streets of Istanbul.
  2. examine collection plate @ Hagia Sophia. (The plate is mentioned when the examining the archways.)
  3. take bloody necktie @ The Kitty-Cat Club.
  4. talk to Dr Peter Makison @ Hospital.
  5. examine sink @ Morgue.
  6. eat olives @ Patricia Matthew's Dressing Room.

Clue locating actions in Yugo-Slavia:

  1. examine woodpile @ Farmhouse.
  2. examine fox-hole @ Forest.
  3. examine moon @ Mountains.
  4. examine radar machines @ Bunker.
  5. examine bearskin rug @ Windowless Cabin.

Clue locating actions in Budapest/Bucharest:

  1. examine marble fountain @ Tower of Budapest/Bucharest.
  2. take ancient books @ Storage.
  3. examine brazier @ Catacomb (east).
  4. look under Henry Reedburn @ Office.
  5. open drawer @ Office. (The drawer is part of the desk.)
  6. examine oil can @ Clockworks.
  7. examine campfire @ Summit.

Clue locating actions in Vienna:

  1. examine gondola @ Canals of Vienna.
  2. open cigar box @ Sigmund Freud's Office.
  3. talk to Jimmy Faulkener @ Prison of Vienna.
  4. examine muck @ Filthy Canal.
  5. examine shoe @ Casino Greco. (The shoe is held by the baccarat dealer.)
  6. search equipment @ Da Vinci's Laboratory.

Clue locating actions in Calais:

  1. examine mousetrap @ Cathédrale Ste. Agatha-de-Christie. (The mousetrap is under the pews.)
  2. examine gears @ Rue des Avions. (The gears are part of Lady Carrington's bicycle.)
  3. examine cloakroom @ Opera House Lobby.
  4. examine anonymous bundle @ Dressing Room.
  5. examine niche @ Catacomb (west).

Clue locating actions in Marrakesh and Casablanca:

  1. examine brown bottles @ Saloon.
  2. examine map @ Meeting Room.
  3. examine alligator skull @ Famed Steamer Luxor. (The skull is one of the bulkhead decorations.)
  4. listen to scream —or— examine city @ Streets of Casablanca.
  5. open tiles @ Fez Shop. (Action clued by travel guide.)
  6. examine Sphinx @ Pyramids.
  7. look under mummy @ Tomb.
  8. open canopic jar @ Tomb.

Clue locating actions in Constantinople:

  1. examine laundry-tub @ Streets of Constantinople. (The washer-woman has the tub.)
  2. examine umbrella stand @ Hotel Scheherazade.
  3. examine betting window @ Racetrack.
  4. examine potsherds @ Dig Site. (The potsherds are part of the dig itself.)

Note that no clues are found in the underground tunnels beneath the train.


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