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Key & Compass presents:
Tristam Island
by Hugo Labrande

Tristam Island is a Z-machine 3 interactive fiction game written with Inform 6 and is ยฉ 2020 by Hugo Labrande. The game can be played on a wide variety of platforms and has also been translated into French as L'รฎle Tristam. Originally released as a commercial game with a free demo, the full game is now available for all to play.

In this retro-styled game, you were flying your small airplane over the south Atlantic Ocean when a freak storm forced you to parachute down to this small island. Explore. Survive. Find an abandoned village and research facility. Call for help and escape!

This solution is by David Welbourn, and is based on Release 5 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.


Maps

Map 1: Sea-level

Ocean Ocean Ocean Northerncliffs North-easterntip North-westerncliffs Outsidethe store-house Deep inthe woods Cove Ocean๐ŸŸ Ocean๐ŸŸ Narrowstrait Top ofthe stairs Edge ofthe woods End ofthe beach South-westerncliffs Sandybeach byforest Immaculatebeach Ocean can gosouthwestfrom here Ocean Ocean Ocean u d (via pulley)

Map 2: The village

Northerncliffs House bynortherncliffs Scenicview InsideHarry'sshop Canningworkbench Store-houseback Store-housefront Outsidethe store-house House bythe cliff Smallshop Woodshop Insidewoodshop Kitchen Powergenerators Pub Over-growngarden Outsidethe pub Centreof thevillage Fencedarea Field Inside publandlord'shouse Housebehindthe pub Housesby towncentre Aroundthe fence Top oftower Base oftower Deep inthe woods Top ofthe stairs Insidea house in in out in in climb tree in in u d out out in out enter hole out out out d u (via pulley)

Map 3: The white house

Yellowroom (lockedofficersroom) Lobby(on themezzanine) Quarters Powergenerators Ante-chamber Elevator(whitehouse) Whiteroom (lockedguard room) Fencedarea Field Front doorof whitehouse Lobby ofthe whitehouse Cafeteria Aroundthe fence Library d out out climb tree (lockedkitchen) enter officers u enter guard in enter hole open door in

Map 4: Underground area

Ante-chamber Elevator(whitehouse) Office ofMajorWestwood Elevator(under-ground) By theMajor'soffice Commsroom Lobby Meetingroom Hallwayby awindow Hallway Hallway Storagelockers Lab Lab (lockedstairwell) in out push button

Walkthrough

Act 1: Marooned!

Immaculate beach

CAUTION: There is no UNDO in this game!

> x me. i. x matchbook. count matches. (half dozen)

> x hill. x ocean.

> neorx boulder.

End of the beach

> x boulder. climb it. (no: too smooth)

> n.

Cove

> eorswim.

Waist-deep in the ocean

This is one of two places that is good for fishing.

> w. nw. w.

Northern cliffs

> x rope. pull rope.

> x boat. look under it.

> x seaweed. take it. (+1; You dry and eat it.)

> open compartment.

> x rod. x net. x knife.

Not counting the matches, you can only carry two items. Leave the rod here for now.

> take knife and net.

> sw.

Northwestern cliffs

> sorx strait.

Narrow strait

> x pool.

> worswim.

Waist-deep in the ocean

This is the second place you can catch a fish.

> e. se.

Southwestern cliffs

> x cliffs.

> sworswim.

Knee-deep in the ocean

> x cliffs. x trees. x mast.

> x sandbar.

You can go further southwest for a better view of what's up there.

> sw. x mast. (+1)

> ne. ne. e.

Sandy beach by the forest

> n.

Edge of the woods

> x mossy rock. x critters. (worms)

> x trees. x flowers.

> tie net to trees. (It's now a hammock.)

> n.

Deep in the woods

> x white stones. (+1; they're stairs)

> clean steps. (no: too tired and hungry)

> s.

Edge of the woods

You need to catch and cook a fish. Save yourself a bit of walking by getting the firewood now.

> cut tree. (+5. You have the wood and auto-drop the knife.)

> x wood.

To dry the wood, you must take it to the north side of the island where there's more sun.

> s. w. nw. n. ne.

Northern cliffs

> dry wood. (You lay the wood out.)

The wood will be long dry by the time you return with a fish. Take the rod and head back to the edge of the woods.

> take rod.

> sw. s. se. e. n.

Edge of the woods

Use the worm for bait and a flower for a lure. Leave the knife here; you need a free hand for the fish you'll catch.

> take worm. put worm on rod. (+1)

> take flower. put flower on rod. (+1)

> s. w. nw. w.

Waist-deep in the ocean (west of strait)

> fish. (+5; you have a fish)

> x fish.

> e.

Narrow strait

An albatross wants your fish.

> x bird. give fish to bird.

It takes the fish away, but soon returns with a stick which it drops in your hand before leaving again.

> x stick. (It's a flute.)

If you play the flute outdoors, it summons the albatross to help you solve one (and only one) puzzle, if it can. But if you want full points, avoid using the flute.

> se. e. n.

Edge of the woods

> drop flute.

> take worm. put worm on rod.

> take flower. put flower on rod.

> s. w. nw. w.

Waist-deep in the ocean (west of strait)

> fish. (You get another fish.)

> e. se. e. n.

Edge of the woods

> drop rod. take knife.

> s. w. nw. n. ne.

Northern cliffs

> x wood. (It's dry.)

> drop knife. make campfire.

> take knife. cook fish. (+5)

Unfortunately, you used all your matches. Fish and campfire are gone as well. Return to your hammock.

> sw. s. se. e. n.

Edge of the woods

> enter hammock. (+5; you sleep and wake refreshed)

You should now have 25 points.

> take flute.

> n.


Act 2: An abandoned village

Deep in the woods

> clean steps. (+5; using the knife)

You climb up to...

Top of the stairs

> n.

Houses by the town centre

> x doororx hinges.

> n.

Centre of the village

Coins don't count towards your carrying capacity.

> x fountain. take coin. x it.

> drink waterorpump pump. (+1)

> n.

Small shop

Note that this shop has a window.

> w.

House by the cliff

The door here is unlocked but you'll be back here very soon.

> w.

Outside the storehouse

> x pulley.

> worx shelves.

Storehouse - Front

> x shelves. (+5. You take a torch.)

> turn on torch. (It works!)

> w.

Storehouse - Back

> x backpack. take it. (+5. You wear it.)

Now that you have a backpack, you can pick up all sorts of stuff.

> w.

Canning workbench

> x workbench. x bowl. take it. x jars.

> e. e. e.

Outside the storehouse

> turn off torch. e. in.

Small house by the northern cliffs

Remember that there are lights in here.

> x sink. x pantry. x lights. x chairs.

> out. e. n.

Scenic view

> x ocean. x fire. x can.

> take rock. x rock.

> s.

Small shop

> open door. (locked)

> smash window with rock. (+2)

> enter window.

Inside Harry's shop

> take rock. take all from counter.

> x binoculars. x gum. chew gum.

> x lighter. x cigarettes. x comic. x rusty.

> unlock door. open door.

> out. e.

Woodshop

> open door. (locked)

> smash window with rock. (+2)

> enter window.

Inside the woodshop

With both windows smashed, you no longer need the rock.

> take shiny. x it.

> x table. x pieces. take pieces.

> x saw. take saw.

> unlock door. open door.

> out. s.

Power generators of the island

"12 hp" means "12 horsepower".

> x machines. x tank.

> x shrubs. search shrubs.

> x hole. enter hole. (+5)

Field

> x shack. enter it. (nothing)

> search grass. (+5; got coin and guard key)

> e.

Front door of the white house

> x door. x keypad. (deal with this later)

> w.

Field

> x gate. unlock gate with guard key.

> open gate.

> w. se.

Around the fence

Climbing the tree is a one-way alternate way into the field, but since you found the hole in the gate and unlocked the gate, you won't be willing to climb this tree now.

> x mansion. x tree.

> w. w.

Small house behind the pub

> x house. x door. open it. (You go in.)

Inside the house / Inside the pub landlord's house

> turn on torch.

> x posters. x aprons. wear apron.

> x safe. open it. (unlocked!)

> look in safe. take pub key. (+5)

> turn off torch. out. sw.

Base of tower

> take coin. x it.

> x tower. x pieces. (They're rungs!)

> put rungs in ladder. (+5)

> u.

Top of the tower

> take screwdriver. x it.

> look through binoculars. (+5. The island to the southwest looks charred.)

> d. ne. n.

Overgrown garden

> search garden. (You get a coin.)

> e.

Outside the pub

> unlock door with pub key. open door. in.

Pub

> turn on torch.

> x tables. x glass. x bar.

> x map. (+2; You learn the islands' names.)

> x board. x jukebox. x list.

> in.

Kitchen

> x pots. take pot. x pot.

> x fridge. x stove. x fryer.

> cut fat with knife. put oil in pot.

> take knife.

> out. out.

Outside the pub

> turn off torch. e. s.

Houses by the town centre

> pry hinges with screwdriver. (+2)

> in.

Inside a house

> x book. take it. open it. ("5-2-1-8")

> x rusty shilling. take it.

> x coin. (which?)

You should have seven coins now.

> out. n. n. n.

Scenic view

> light logs with lighter.

> put pot on fire. (The oil melts.)

> s. e. s.

Power generators of the island

> open tank. put oil in tank.

> start generator. (+5)

> n. w. w. in.

Small house by the northern cliffs

> turn off light. (+1)

> out. s. in. in.

Kitchen

> turn on torch. unplug fridge. (+1)

> out.

Pub

> put damaged in jukebox. (+1)

> put shiny sixpence in jukebox. (+1)

> put rusty sixpence in jukebox. (+1)

> put dirty sixpence in jukebox. (+1)

> put shiny shilling in jukebox. (+1)

> put rusty shilling in jukebox. (+1)

> put dirty shilling in jukebox. (+1)

> unplug jukebox. (+1)

> out. sw. in.

Inside the pub landlord's house

> turn off light. (+1)

> turn off torch.

You should have 90 points total now.

> out. e. ne. e. e.


Act 3: Inside a white house

Front door of the white house

If you unscrew the keypad with the screwdriver and study the wiring, you learn that the digits 1, 2, 5, and 8 are used in the combo, but you still have to screw the keypad back into place and use it to unlock the door.

Fortunately, you know the combo from the science-fiction book and you don't need to guess.

> type 5218 on keypad. (+5. You enter.)

Lobby of the white house

> x notices. (+1; the mechanism opens the lab door)

> g. g. g. g.

> x statue. (of boy, looking at north door)

> turn statue. (+2. It now faces the entrance.)

> x buckets. look in buckets.

> take rat. (The buckets stablilize.)

> x weight. x hole. x lever.

> open door. (no: blocked on other side)

> s.

Library

> x shelf. g. g. g. put book on shelf.

> n. e.

Cafeteria

Nothing useful here, and you can never open the kitchen door.

> w. u.

Lobby of the white house (on the mezzanine)

> x pipe. (can reach it by climbing the railing)

> climb railing. (You do that, then get back down.)

> e.

Quarters

You can never open the officers door or the guard door.

> x officers. (locked)

> x guard door. (locked)

> x yellow. unlock yellow with screwdriver. (+5)

> open yellow. n.

Yellow room

> x chest. open it. x ball. take it.

> s.

Quarters

> x white door. unlock white with screwdriver.

> open white. s.

White room

> open chest. get pump.

> n. w. d.

Lobby of the white house

> put ball in tube.

> put pump on nozzle. (+2)

> pump pump. pull lever.

The ball enters the funnel but falls out of the pipe halfway; a screw must be loose.

NOTE: If the statue isn't turned, the ball hits the statue instead.

> u.

Lobby of the white house (on the mezzanine

> x screw. take it.

> screw screw. (using the screwdriver)

> take ball. d.

Lobby of the white house

> put ball in tube.

> pump pump. pull lever. (+5)

The ball enters the funnel, then pipe, then right bucket. Right bucket goes down. Left bucket goes up and hits the weight. The weight falls, but stops before hitting the floor.

You should have 110 points total now.

> open door. (and you enter...)


Act 4: The secret of Tristam Island

Antechamber

> push button. (elevator opens)

> in.

Inside the elevator

> push button. (+5; elevator descends)

> out.

Lobby

> x poster. (+5)

> x desk. x box. search box. (random serviceman)

> open door. (locked)

> s. s.

Lab (west end)

> x workbench. x beakers.

> x device. take it. (Geiger counter)

> listen to it. read it.

> e.

Lab (east end)

> x sofa. (false ceiling mentioned)

> x blackboard. x cabinet.

> x massive book. x thick book.

Both books are real ones, by the way.

> take massive.

> n. n.

Meeting room

> x papers. search papers.

You find a letter warning about explosion-size risk.

You deduce this island was abandoned in February 1962.

> s. e.

Storage lockers

> x lockers. (One is locked with an unreadable combo lock)

> touch lockorlisten to lock. (+5)

> open locker. take cable.

> n.

Hallway by a window

> x lamp. (false ceiling mentioned again)

> x window. (see loading dock and crate at grotto)

> read counter. (The reading is much higher here.)

> n.

By the Major's office

> open door. x tile.

Get a chair from the meeting room.

> s. w.

Meeting room

> take chair. e. n.

By the Major's office

> drop chair. put massive book on chair.

> stand on chair. move tile.

> enter tile. (+5)

Office of Major Westwood

> x desk. open drawer. x keyring. take it.

> x bin. search it. (Same warning letter.)

> unlock door with keyring. open door.

> s. s. s.

Storage lockers

> unlock door with keyring. (fail)

> w. w. n.

Lobby

> unlock door with keyring.

> open door. w.

Comms room

> x note. ("Coast Guards: 12.4035 Mc")

> x transmitter. ("12.4020 Mc")

The knob is rusty and imprecise. To solve this, keep turning the knob left when the setting is too high and right when the setting is too low until you land on the correct frequency.

It's not randomized, by the way. Turning the knob right adds .0020 to the frequency; turning the knob left subtracts .0013 from the frequency.

Also, if you hate the fiddliness of this puzzle, you can instead just turn the knob right repeatedly until it gets stuck at the far end at 12.4126, then turn the knob left repeatedly until it lands on 12.4035 that way.

> turn knob right. ("12.4040")

> turn knob left. ("12.4027")

> turn knob right. ("12.4047")

> turn knob left. ("12.4034")

> turn knob right. ("12.4054")

> turn knob left. ("12.4041")

> turn knob left. ("12.4028")

> turn knob right. ("12.4048")

> turn knob left. ("12.4035") (+5)

> wear headphones.

> open panel.

> put cable in radio. (+5; replacing the melted cable)

> listen. (There's static now.)

> push button. (+5)

A few days later, Colonel Bradley arrives in a helicopter to take you home. The albatross squawks a goodbye.

*** You have won ***


Extras

Albatross favors

When you summon the albatross by playing its flute, it may perform one (but only one) of the following favors for you:

The albatross's aid is always helpful, but if you're trying to get full points, you should avoid using the flute entirely.


Characters

Found dead:

Mentioned:


Credits

This is the response to CREDITS:

[The author would like to thank:
Infocom, creators of the Z-Machine and of so many awesome adventure games that we're still using their tools 40 years after;
Graham Nelson, creator of Inform 6;
Andrew Plotkin, for his hard work and dedication to fixing the Inform 6 compiler's bugs that had prevented z3 releases for years;
Fredrik Ramsberg and Johan Berntsson, for the amazing PunyInform library, and many optimizations and bugfixes;
My testers: Manon Burz-Labrande, CrocMiam, Steve Flintham, Grimmnebulin, Brennen Kinch, Juhana Leinonen, Samuel Verschelde, Mark Walker, Jack Welch;
The players who reported bugs in the initial release: Davide Bucci, Chris Carter, Wade Clarke, Denk, Richard Hawkins, Christopher Merrimer, Brian Rushton, Tiffany Zhao;
All the programmers and maintainers of interpreters, which keep the Z-Machine alive on so many platforms;
Stefan Vogt, for his help setting up ports of this game, and his detailed answers to my technical questions;
And last but not least, my wife and my kids, for their love, support, and patience.]


Inventory

Your normal carrying capacity is only two items. The matchbook and coins are exempt from capacity restrictions. After you acquire the backpack, excess items automatically go into it, within reason.

Act 1 items
Act 2 items
Coins

After you're restored the island's power (see oil), go to the pub and insert all your coins into the jukebox for some optional points.

Act 3 items
Act 4 items

Score

This is the response to SCORE:

You have so far scored X out of a possible 150, in Y turns, thus giving you the rank of: your-rank.

Points are awarded in Act 1 as follows (25 total):

Points are awarded in Act 2 as follows (65 total):

Points are awarded in Act 3 as follows (20 total):

Points are awarded in Act 4 as follows (40 total):

The possible ranks are:


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