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Dead Man's Chest

by Garry Francis profile

(based on 4 ratings)
Estimated play time: 2 hours and 10 minutes (based on 2 votes)
Members voted for the following times for this game:
2 reviews4 members have played this game. It's on 1 wishlist.

About the Story

While searching through old newspapers in your local library, you came across an interview with a descendant of Captain Cutter, a notorious pirate from the golden age of piracy.

In the interview, the descendant, a Ms Claire Cutter, claimed that Captain Cutter retired from piracy and settled in a large mansion on the west coast of Scotland. Captain Cutter's family lived in the mansion for many generations and the interviewee was the last of the descendants, for she had never married and had no children. She said that the family believed that Captain Cutter's treasure was hidden in a chest somewhere in the mansion, or on the grounds surrounding the mansion, but they had never been able to find it. Captain Cutter had taken the secret of the treasure to his grave.

The name 'Claire Cutter' rang a bell for some reason, so you did a Google search and found an obituary in an old Scottish newspaper. It turns out that Claire had passed away some years ago. She was mourned at the time as a great friend to many in the community and was well-known as a volunteer to several charitable causes.

After a little further research, you found that Claire had died intestate, so no one had a legal claim to the old mansion and it had been left abandoned. This was your opportunity! If you could break into the mansion, you might be able to find the dead man's chest.

Awards

5th Place - ParserComp 2026

Ratings and Reviews

5 star:
(0)
4 star:
(2)
3 star:
(2)
2 star:
(0)
1 star:
(0)
Average Rating: based on 4 ratings
Number of Reviews Written by IFDB Members: 2
Yo ho yo ho a puzzler's life for me, August 7, 2026
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2026

In every event where I use a randomizer, I feel like there are at least one or two coincidences that prove that God does in fact play dice with the universe, and this time out the cosmic joke is that out of the combined list of 40 ParserComp and Review-a-Thon games, I wound up playing Garry Francis’s pair of ParserComp entries one after the other. What are the odds of that? Well, like 3 or 4 percent, I think, depending on the math I’m too lazy to attempt for the edge case where one of them is first or last on the list so it’s only got a single neighbor, rather than one on each side – which explains why when you’re randomizing 30-70 games stuff like this is bound to happen, I suppose.

But if Dead Man’s Chest and Woodcutter’s Quest were going to wind up back to back, I’m happy this is the order they landed in, rather than putting Woodcutter’s Quest second. Per my review, I enjoyed playing the earlier game, but it’s by design a simpler game, and adapted from another author’s initial plot and puzzle framework. So I was glad to get to chase it with a shot of the uncut stuff. Oh, the premise is still a classic one – it’s a treasure hunt through the abandoned manor of an old pirate captain (in fact the same captain from one of the author’s earlier games, in a nice bit of mythos-building) with all the secret passages, shipwrecks, and sandy coves that implied. But everything here is just a bit more robust and fleshed out – it’s specified that the mansion is empty because the captain’s last descendent died intestate, which for some obscure reason is a word I always love to hear deployed. For one example, careful attention has been paid to the geography and interconnections of what’s a reasonably large map, with a few optional puzzles providing a sense of how the pieces all fit together. For another, even small incidental descriptions are written to highlight what your character, a treasure-hunter on the make, would notice and do. Like, here’s the response to X PANELLING in an early room:

"The panels are chipped and faded with age. You tap on them to check for any hollows where treasure could be hidden, but everything sounds solid."

For a game like this, though, all that stuff is secondary to the puzzles, and they’re a solid lot. There’s nothing that stands out especially, as the kind of thing you get up to is exactly the kind of thing you get up to in a pirate-themed text adventure: you push and prod the furniture to reveal the aforementioned secret passages, there’s business with ropes and locked roll-top desks, and even a (appropriately easy) riddle at the end. For all that they’re workmanlike, they reward careful observation, which made them often satisfying to solve.

That “often” covers up the one thing I’d critique about the game, which is the few occasions when I think Dead Man’s Chest prioritizes challenge over narrative coherence. The primary offender is the puzzle that opens up the secret passage I’ve mentioned a couple of times – I knew it was there, having noticed tell-tale grooves on the floor, but thought it opened from the other side as attempting to PUSH or PULL the relevant piece of furniture was an exercise in futility. After consulting a hint, though, I discovered that actually I was on the right track, but I’d needed to use the verb SLIDE instead of the more familiar alternatives I chose. This is arguably overly precious as a matter of general implementation, but also faintly ridiculous as applied to the actual situation – having seen the grooves the protagonist knew exactly which direction the wall was supposed to swing open, so what, they were just pushing perpendicular to that without deigning to mention that’s what they were doing? I ran into a similar issue with one of those optional puzzles mentioned above, where neither opening a curtain, re-checking the room description once it was open, or even explicitly typing LOOK BEHIND CURTAIN revealed that there was in a fact a new piece of scenery available (I was supposed to examine the wall instead). There’s a thin line between “puzzles that reward careful observation” and “mimesis-breaking pixelbitching,” I suppose, but these are a couple of places where Dead Man’s Chest runs afoul of it.

Still, I mention these issues largely just to flag them for potential tweaks in future releases, and to acknowledge them as exceptions to the rule. This is one of the best-designed and best-implemented iterations of one of the comfort-food IT setups, and even when I struggled with problems both of my own making and not, the helpful contextual hints quickly got me back on track. If you’re at all interested in old-school puzzlefests, this one’s a treat.

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Satisfying puzzles, July 5, 2026*
by Denk
Related reviews: Inform 6, Punyinform

This is a well done PunyInform game by Garry Francis in his usual style I would say. Lots of puzzles, minimal story, though an interesting setting I would say, without revealing too much.

You are searching for a pirate's treasure in an old mansion and you will encounter a lot of pirate stuff and apparently some magical stuff too (or very advanced technology which I do not think).

I managed to solve the puzzles myself except for the riddle. It might be my English limitations - I never seem to get riddles in IF, be it Infocom or any other game. Otherwise, the puzzles were satisfying to solve and there were some surprises along the way.

A fun game in Garry's usual style. If you like solving other games by Garry, you will probably like this one too.

* This review was last edited on July 6, 2026
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