solutions
z5 | 03 | Second 24 Hours of Inform | Aesthetic Deletions by Johanna Hunt | [map] |
z5 | 03 | Second 24 Hours of Inform | Escape from the SS Borgarís by Kevan Davis | [_] |
z5 | 03 | Second 24 Hours of Inform | Ghost Ship by Pete Hitchin | [Walkthrough + map] |
These solutions are by David Welbourn.
Related link: 24 Hours of Inform page.
by Johanna Hunt
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by Pete Hitchin
Ghost Ship was written in Inform for the 24 Hours of Inform 2003 competition, and is © 2003 by Pete Hitchin.
This solution is by David Welbourn, and is based on Release 1 of the game.
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fore ↑ | ||
port | ←|→ | star- board |
↓ aft |
Note on navigation: The standard directions NORTH, SOUTH, WEST and EAST have been removed. Instead, use shipboard directions: FORE (F), AFT (A), PORT (P), and STARBOARD (S).
Fatal bug warning: Don't open the fridge in the Galley. If you do, the staff will shoo you back out into the corridor in a buggy way that prevents you from going anywhere.
[Cabin]
You can ignore the beds, wardrobes, and bathrooms in this game.
>i. x shirt. x jeans. x pocket. look in pocket. x fluff.
>x porthole. s.
[Passenger Quarters Corridor (Aft)]
>x door. open it. f.
[Passenger Quarters Corridor (Fore)]
>s.
[Cabin]
Helping the ghost is the goal of this game. The only way you'd think of the name Jesus here is if you paid attention to the competition's premise; the game itself doesn't suggest it in any way.
>x ghost. ask ghost about ghost. say jesus to ghost.
>p. u.
[The Lounge Area]
You can ignore the tables, chairs, bar.
>p.
[The Port Deck (Aft)]
>x lifeboat. x railing. x string. take string.
>s. f.
[The Bridge]
By the way, there's an unmentioned computer and cable here. Not that they're important in any way, although the cable counts as a "cat" as per the competition's premise goes. Also try typing "xyzzy" here, and again in the secret location to get back.
>x captain. x buttons. x switches. x switch. push switch.
>x dials. x table. x charts. x bowl. x sweets. take sweet.
>put sweet in pocket. take sweet. put it in bowl.
>look. take key. a. d. a.
[Passenger Quarters Corridor (Aft)]
>unlock door with key. open door. a.
[Captain's Cabin]
You can't take the diary; remember the name "Kevin".
>x desk. x book. f. f. d.
[Crew Quarters Corridor]
>d.
[The Hold]
Note: This room is dark until you push the switch on the bridge to turn the lights on.
>x glue. take it. u. s.
[Crew Quarters]
>x skirt. take it. (wear it.) p.
[Crew Quarters Corridor]
Confusing: "door" and "wheel" are the same object.
>x door. open door. put skirt on door. open door. a.
[The Engine Room]
You only need to read the newspaper. If you want to take it as well, you must fix the leak in the pipe first. I assume you were expected to take the newspaper first, then read it. Remember the name "Cedric".
>take newspaper. x pipe. put glue on rubber.
>drop rubber. put glue on it. put rubber on pipe.
>take newspaper. read it. f. u. s.
[Cabin]
>say kevin to ghost. (Kevin is his father.)
>say cedric to ghost. (Cedric is his son.)
Really awful puzzle here. Think "keVIN CEdric", if you can. How insane is that? Who names their kid with the last part of their name plus the first part of their grandson's name? A grandson who wouldn't have been conceived yet?
>say vince to ghost. (And you win!)