In this game, you play as Seaman Recruit Williams of the USS Ibis, a US Navy submarine submerged near Alaska. Spotting some unknown whitish gas, you quickly dive into the airlock and close the hatch behind you. Now what do you do?
This solution is by David Welbourn, and is based on Release 2 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.
NOTE: This game uses the following shipboard directions instead of standard compass directions: FORE (F), AFT (A), PORT (P), and STARBOARD (S).
> s.
Skipper's Cabin
> x body. search body. take key.
> x bunk. x desk. x chair. open desk.(locked)
> unlock desk with key. drop key. open desk.
> x pistol. take it.
> x mission. read mission.(no, you don't have clearance)
> p. p.
Crew's Quarters
> x bunks. take pliers. x pliers. x lockers.
> a.
Showers
You don't need any soap. Leave it here.
> x stall. x pool. x soap.
> x showerhead. x drain. x curtain.
> f. f.
Galley
> x body. x stove. x oven. open it.
> x microwave. open it.
> x fridge. open it. x food. close fridge.
> x freezer. open it. x food.
> x peas. take peas. close freezer.
> x sink. x counter. x cabinets.
> open them. x food. x table. x seats.
> a. s. a.
Engineering Section
> x body. search body. x screwdriver. take it.
> x can. take it. x engines.
> f.
Long Corridor (aft end)
> open door.(won't budge)
> open grille.(can't reach)
> s.
Skipper's Cabin
> take chair. p.
Long Corridor (aft end)
> drop chair. stand on it.
> open grille. unscrew screws.(rusted)
> spray screws with can. unscrew screws.
> u. f.
Central Service Duct
> x wires. x box. open it. x fuse. take it.
> f.
Fore Service Duct
> open grille.(needs force)
> kick grille. d.
Control Room
> x body. x screens. x periscope.
> open door. f.
Torpedo Bay
> x racks. x tubes. x pump.
> a. s.
Communications Room
> x Holland. talk to him.(His mask muffles his answer.)
> take mask. talk to him.
The game hints bluntly to ask him about "gas", "saboteur", and "bomb".
> give peas to him.
> ask him about gas.(He says it's sarin.)
> ask him about saboteur.(Said there's a bomb attached to the hull, then they fought.)
> ask him about bomb.("don't surface unless the bomb is defused")
> g.("You need to cut the red wire.")
> x saboteur.(It's Webb wearing an aqualung.)
> take aqualung. x canister. x mask.
> x shotgun.(empty)x blood. x equipment.
> p. a. s.
Store Room
> x tools. x locker. open it.(locked)
> shoot locker.(with pistol)
> drop pistol. open locker.
> x wetsuit. take it. wear it.(dropping the coveralls)
> p.
Long Corridor (fore end)
> x debris. pull debris. open door.
> a. d.
Airlock
> close inner. wear aqualung.
> open outer. d. a.
Stern of Submarine's Hull
> x bomb. cut green wire.(with pliers)
> f. u.
Airlock
> close outer. open inner. u. f. f.
Control Room
> push surface.
*** You have won ***
Extras
Characters
You are Seaman Recruit Williams, aka Bungy.
Command Master Chief Petty Officer Holland, aka Dutchy is the second in command. You find him bleeding in the communications room.
Found dead:
Lieutenant Command Marshall was the submarine's skipper. You find his body in his cabin.
Petty Officer Third Class Barker, aka Tubs, is the cook and the torpedo man. You find his body in the galley.
Petty Officer First Class Nelson, aka Pickles, is the engineer and mechanic.
Chief Petty Officer Murphy, aka Spuds, was the navigator and only female crewmember. You find her body in the control room.
Senior Petty Officer First Class Webb, aka Spider, was the communication officer. You find his body in the communications room. Holland claims that Webb was the saboteur.
Credits
This is the response to CREDITS:
Concept by Tony Longworth.
Game design and coding by Garry Francis.
Play testing by Dee Cooke, Francesco Ariis, Gianluca Girelli, Jonathan, Larry Horsfield, Max Fog and Rovarsson.
Endings
You have died
if you open the airlock's inner hatch too soon. The poisonous gas kills you.
if you open the airlock's outer hatch when not wearing the aqualung. You drown.
if you open the airlock's outer hatch while wearing the aqualung but not the wetsuit. You freeze.
if you go fore from central service duct while the wires are sparking. You're electrocuted.
if you push the SURFACE button while the bomb is still armed. The bomb explodes at 33 feet (10 metres) and seawater fills the sub.
if you cut the bomb's red wire with the pliers. You're blown to bits.
You have won
when you surface the sub after disarming the bomb.
Inventory
Items are listed in the order you find them in this walkthrough. You have an inventory limit of ten items, not counting worn items, but this shouldn't be a problem unless you try to carry everything.
a digital watch. You're wearing it.
In the airlock, examine the watch after you sleep so you're sure that enough time has passed for the filtration system to get rid of the gas.
a pair of blue coveralls. You're wearing them.
You're unwilling to remove them directly, but you will discard them when you wear the wetsuit.
a chair. It's in the skipper's cabin.
Take the chair to the long corridor (aft). Drop the chair and stand on it. Now you can reach the grille.
a silver key. Find it by searching Marshal's body in the skipper's cabin.
The key unlocks the desk in the skipper's cabin.
a pistol. It's inside the skipper's desk; unlock the desk with the silver key.
There's only one bullet. In the store room, shoot the locker with the pistol to unlock it.
some mission instructions. They're inside the skipper's desk; unlock the desk with the silver key.
You can't open or read the instructions. Leave them in the desk.
a pair of pliers. Find them by examining the bunks in the crew's quarters.
At the stern of the submarine's hull, cut the green wire with the pliers to disarm the bomb.
a bar of soap. Find it by examining the pool of water in the showers.
You have no use for the soap. It won't help you loosen the grille's rusty screws.
a packet of frozen peas. It's in the galley's freezer after examining the frozen food.
In the communications room, you can give the peas to Holland to help with his injuries, but you don't have to.
a can of WD-40. It's in the engineering section.
In the aft end of the long corridor, spray the screws (of the grille) with the WD-40. Now you can unscrew them.
a screwdriver. Find it by searching Nelson's body in the engineering section.
In the aft end of the long corridor, after spraying the screws with WD-40, unscrew the screws with the screwdriver to open the grille.
a fuse. It's in the fuse box in the central service duct.
Take the fuse to stop the wires in the duct from sparking.
an empty gas canister. It's in the communications room.
You have no use for the canister.
a gas mask. Holland is wearing it in the communications room.
Take the mask so you can talk to Holland. Otherwise, the mask muffles everything he says.
an aqualung. Webb's body is wearing it in the communications room.
Wear it before going outside the sub. The aqualung provides you with breathable air.
a wetsuit. It's in the store room's locker; shoot the locker with the pistol to unlock it.
Wear it before going outside the sub. The wetsuit protects you from the seawater's deadly chill.
Note that you can't wear the wetsuit over top of the aqualung. Wear the wetsuit first, then wear the aqualung on top.
Note that you automatically discard the coveralls when putting on the wetsuit.