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Key & Compass presents:
The Ghost Ship
by Jonathan Snyder

The Ghost Ship is a Z-machine interactive fiction game written with Inform 7 and is © 2015 by Jonathan Snyder. It was an entry in La Petite Mort division of Ectocomp 2015 where it took 7th place.

In this small game, you play as Pierce, one of the newly dead after your fall down the lighthouse stairs. You wake in a cell of a ghost ship. It's disgusting, decaying, and crewed by zombies. Escape before any of them can kill you again!

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

Quarter-deck GunRoom CrewDeck Galley StorageRoom CellDeck YourCell u u d

Walkthrough

Your Cell

> x me. i. (carrying nothing)

> x cot. x blanket. x hole. x lantern. x door.

> take lantern. (just out of reach)

> open door. (locked)

> break cot. look. x rod. take rod.

> take lantern. (With the rod, you get it.)

> switch on lantern. (It only sparks.)

> open door. (already open?)

> w. w.

Storage Room

While exploring the ship, you'll see a strange mist seeping in everywhere. The mist is disturbing, but it never hurts you.

> take can. e. u.

Galley

The rusted door is actually WEST, not east.

> x dog. (breathing?)

> x boards. x knife. take knife. x bloodstain.

Make sure the oil isn't in the lantern when you do use the oil on the rusted door; the game gets confused otherwise. If you don't oil the rusted door, the squeal from the hinges will wake the dog who will kill you.

> use oil on rusted door.

Before going any further, you must light the lantern.

> put oil in lantern. switch on lantern.

> w.

Crew Deck

Your fire keeps the zombies from attacking you. Again, the gun room is WEST, not east.

> x zombies. x hammocks.

> w.

Gun Room

Work quickly here. There is a risk that the man will wake up.

> x man. (He's sleeping and has black keys)

> take keys. unlock trapdoor with keys.

> u.

Quarterdeck

You jump off the deck into icy water. Dawn arrives and the ghost ship vanishes.

*** The End ***


Extras

Characters


Credits

Part of the Readme file included with the game says:

Introduction
This story was written for the EctoComp 2015 Speed-IF competition and was made with great loving care, but because there was only three hours to have it written, It may still have some bugs. To report them please do not hesitate to email me at: redacted

Many thanks goes out to my beta testers who help me knock out the bugs they could find!

Betatesters

Ryan Veeder, Toby Ott,


Endings

All endings end with The End.

Losing endings:

Winning ending:


Inventory


Thank You to my Patreon supporters

This walkthrough is provided free of charge since the work it's based on has less than fifteen locations. Please consider it a thank you for your support!

I create larger walkthroughs too! Please visit my Patreon account if you're interested in helping me create more interactive fiction walkthroughs. I appreciate all the help I can get! Thanks again.


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