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Key & Compass presents:
Cargo Breach
by Garry Francis

Cargo Breach is a Z-machine interactive fiction game written with Inform 6 and is Β© 2023 by Garry Francis. It was an entry in PunyJam 4 where it took NTH place.

In this game set during World War I, you play as a British sailor aboard the SS Cuttlefish. As you slept, a cargo breach of chlorine gas killed everyone else on board, and the ship is adrift. Find your gas mask, save yourself, and prevent the gas from killing anyone else.

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.


Map

Bow StoreRoom(fore) ForeDeck Platformin StoreRoom StoreRoom(aft) Crane 1 CargoHold 1 Crane 2 MainDeck CargoHold 2 CargoContainer WheelHouse PoopDeck Crew'sQuarters LowerDeck MessHall BoilerRoom RadioRoom EngineRoom P u u u u u d d u F A S d d d d d u u d

Walkthrough

Crew's Quarters

You wake up. It's nighttime. Did you oversleep? Where is everyone? Why it it so quiet? Something's wrong.

> x me. x porthole. x clock. x lamp.

> open door. (You smell gas and quickly close the door.)

> x locker. (It's locked and the key is missing.)

> x blanket. x sheets.

> tear sheets. wear strip.

Go directly to where the missing key is:

> open door. s. u. f. f. u.

Crane 1

> take key.

> d. a. a. d. p.

Crew's Quarters

Once you have the gas mask on, you can relax and take your time to look around more.

> unlock locker with key. open locker.

> take all from locker. wear mask.

> x batteries.

> take lamp. drop key.

> s.

Lower Deck

> x bodies. s.

Mess Hall

> x bodies. x stove. x pot.

> p. u.

Poop Deck

> x davit. (It raises and lowers the lifeboat.)

> x lifeboat. (Raised. Can't use it yet.)

> u.

Wheel House

> x captain. search captain. (You get a note.)

> g. (You get a metal key.)

> read note. ("WILLIAM SHAKESPEARE")

> x key. x mug. take it.

> x wheel.

> x navigation. (close to coast)

> x engine. (won't turn on from here)

> x cargo. (Hold 1 is empty. Hold 2 has chemicals. Store room beneath the bow has explosives.)

> a.

Radio Room

> x radio.

> read codebook. (It describes how to encode and decode a message using a keyword cipher.)

> read coded message.

Using the note and codebook, first write out the cipher key:

 ABCDEFGHIJKLMNOPQRSTUVWXYZ 
 WILAMSHKEPRBCDFGJNOQTUVXYZ 

Then use that to decipher the coded message:

 'KTDANMAO ED AWDHMN OQFG AEOWIBM MDHEDM
 'HUNDREDS IN DANGER STOP DISABLE ENGINE
 OQFG MUWLTWQM LNMV OQFG OEDR OKEG OQFG'
 STOP EVACUATE CREW STOP SINK SHIP STOP'

Looks like you'll be sinking the ship today.

> f. d. f.

Main Deck

> u. (no: the stairs are covered in ice)

Head back to the mess hall for some hot water:

> a. d. s.

Mess Hall

> fill mug with water.

> p. u. f.

Main Deck

> pour water on ice. drop mug.

> u.

Crane 2

You don't need the canteen; leave it here.

> x body. x canteen. x red. x green.

> push red. (The magnet is off.)

> d. d.

Cargo Hold 2

If you enter here while the magnet is on, it grabs all your metal items. and holds them out of reach.

> x wire. x spanner. x container. x magnet.

> take wire and spanner.

> x door. unlock door with spanner.

> plug lamp in socket.

> open door. a.

Cargo Container

> take torch. f.

Cargo Hold 2

> close door. take lamp.

> x torch. put batteries in it.

> u. f. f.

Bow

> x lights. x bow.

> a. d.

Cargo Hold 1

> plug lamp in socket. f.

Store Room (aft end)

> x pit. (20' wide)

> x crate. (10' wide)

> x ladder.

> push crate. g. (It falls into the pit.)

> u.

Platform in Store Room

> x crate. push crate. (It falls to the floor below.)

Instead of going down, go aft:

> a.

Store Room (on the packing crate)

From here, you can go fore or aft off the crate. Go aft again. This matters.

> a.

Store Room (aft end)

You're now aft of the crate and in the proper position to push it into the pit.

> push crate. g. g. g.

With both crates in the pit, you can now easily cross it.

> f.

Store Room (fore end)

> x box. open it. (locked)

> unlock box with metal key. open box.

> x explosives. x detonator. read pamphlet.

> take explosives. take detonator.

> tie detonator to explosives. (using the strip; it's now a bomb.)

> x bomb.

> attach wire to detonator.

> a. a. u. a. a. d. p.

Crew's Quarters

> take clock. s. d.

Darkness / Boiler Room

> turn on torch.

> x boiler. a.

Engine Room

> x engine. x body. x breaker.

> search body. x screwdriver.

> make timer. (using the alarm clock and screwdriver)

> x timer. attach timer to wire.

> drop bomb. set timer.

> f. u. u.

Poop Deck

> lower boat. enter boat.

*** You have won ***


Extras

Characters

Found dead:

Mentioned:


Credits

This is the response to ABOUT:

This game was written for PunyJam #4, 17 November to 17 December 2023. Under the rules of the jam, the player gets an indication that something is wrong at the start of the game or within the first five moves.

The idea for the game came from 'Dead in the Water' by Nicholas Mezza, which was written as an assignment for CIS 487/587 at the University of Michigan-Dearborn in Autumn 2005.

Concept by Nicholas Mezza.
Game design and coding by Garry Francis.
Play testing by Deborah Sherwood, Jade J Aincioa, Larry Horsfield, Marco Innocenti and Wade Clarke.


Endings


Inventory

You have an inventory limit of ten items, not counting items you're wearing, or things contained within other things.

Containers
Electronics
Keys
Paper goods
Soft goods
Tools

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