Escape from the SS Borgarís is a Z-machine interactive fiction game written with Inform 6 and is © 2003 by Kevan Davis. It was one of three participants in the Second 24 Hours of Inform.
In this escape game, you play as a stowaway on a cruise ship, but when you emerge from your hiding place, you find the ship deserted except for an abandoned baby and a cat. What happened? The decks outside are freezing!
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.
Darkness / Cubbyhole
> i. (pocket torch and clothing)
> turn on torch.
> take blanket and box.
> open box. x herring.
> x panel. open panel. n.
Cabin #143
> close panel. turn off torch.
> x porthole. (at sea, snow)
> x bed. x sink. open cupboard. (empty)
> listen. (You hear a baby to the north, south, east, or above you. The baby is in a random cabin.)
Some cabins have suitcases. If there is one, open it, but don't take it:
> open suitcase.
Every suitcase has a randomized selection of contents. Whenever you find a suitcase, you want to wear various items to protect you against the cold.
> wear balaclava. (if it's here)
> wear trousers. (if they're here; they go over your jeans)
> wear mittens —or— wear black gloves. (if either here)
> remove shoes. (if you found boots)
> wear wellington boots —or— wear black boots (if either here)
> take red cylinder. (if it's here)
> e.
Middle Deck Corridor (101-200)
There's a hundred cabins on the deck. Let's not explore the cabins just yet. Instead, focus on everywhere else that's inside first. The outside is too cold for you.
> n.
Ballroom
The suitcase found here is unique; it belongs to a clown.
> x chairs. x rubber. (suitcase found)
> x suitcase. ("Zeppo the Clown")
> open it. (blue gas cylinder, passport, ballooning paraphernalia, and fright wig)
> x gas. x dial. (needle at 0; that means it's empty and useless)
> x passport. take it. ("Mr Pétur Hálfdanarson")
> x paraphernalia. x wig. take wig.
> x doors.
> s. s.
Middle Deck Lobby
> x doors. close doors.
> u. n. n.
The Restaurant
> x seagull. n. (no: gull blocks you)
> x tablecloths. (serving unit found)
> x unit. x dumbwaiter.
> x food. take food.
> i. x haddock. put it in box.
> s. s. d. d.
Below Deck
> open metal door. s.
Engine Room
> x pipe. x wheel.
> turn wheel. (The boiling steam stops.)
> s.
Between the Engines
> turn on torch. take gun.
> n. n.
Below Deck
> turn off torch.
> w.
Comms Room
> x desk. x radio. (dead)
> e. e.
Carpeted Room
When reading the printout, look for the clown's name from the passport. The cabin assignments are randomized.
> x cat. x desk.
> x printout. take it.
> x cabinet. open it. (locked)
> w. n.
Lower Corridor
> x door. open it. (locked)
> n.
Kitchen
> turn on torch.
> x ovens. open cabinets. x pots.
> x hole. (has grey button)
> push button. (The dumbwaiter shelf arrives from above.)
> s. s. e.
Carpeted Room
> show herring to cat. (The cat now follows you.)
> w. n. n.
Kitchen
> put herring on shelf. (The cat enters it too.)
> push button. (The cat is carried upwards)
Head for the restaurant's bar. On the way, you pass by the cat, trailing feathers, on its way back to its armchair.
> turn off torch.
> s. s. u. u. n. n. n.
Bar
> x lighter. take it.
> s. s.
Upper Deck Corridor (1-100)
Time to visit the clown's cabin. You should know which is it by finding his name, "Hálfdanarson P", on the printout. If his cabin number is from 1 to 100, his door is here:
> x roster.
> go NUMBER.
Otherwise, you need to go down a floor and enter his room:
> s. d. n. go NUMBER.
Cabin #??? (clown's)
The clown's cabin is guaranteed to have a suitcase in it, but only one thing is guaranteed to be in his suitcase: the red gas cylinder.
> drop roster and passport.
> open suitcase.
> wear balaclava. (if it's here)
> wear trousers. (if they're here)
> wear mittens —or— wear black gloves. (if either here)
> remove shoes. (if you found boots)
> wear wellington boots —or— wear black boots (if either here and you're not wearing boots yet.)
> take red cylinder.
> x red dial. (needle at 300; that's good.)
> out.
Upper of Middle Deck Corridor
Now I need you to find the crying baby, taking care to open and scavenge from every suitcase you find along the way.
Your strategy with the suitcases is always the same. You can't stop opening suitcases until you're wearing the balaclava, the trousers, either the mittens or the black gloves, and either of the boots. If you're lucky, you'll have everything you need from the first three or five suitcases.
Your strategy with the baby is to listen. If you hear him above or below you, you're on the wrong floor. If necessary, go to the other floor of cabins and listen again there.
> listen.
Now you should hear the baby either to the west (in an odd numbered cabin) or to the east (in an even numbered cabin):
If the baby's not there, listen again. The cry is now either to the north or south of you. Use the map to help you narrow in on the baby's location until you find it.
Cabin #??? (baby's location)
> x baby. x cot.
> put blanket in cot.
> put wig in cot.
> take cot. out.
Upper or Middle Deck Corridor
I hope by now both you and the baby are now fully dressed for the cold. If you're still missing items, you need to start entering cabins systematically and opening every suitcase you can find until you're wearing the items you require.
🔲 balaclava
🔲 beige trousers (over jeans)
🔲 mittens —or— black gloves
🔲 any boots
When you're ready, head to the Upper Deck Lobby.
Upper Deck Lobby
> open doors.
> s.
Out on the Upper Deck
> open toolbox. x papers. take key.
> n. d. n. n. open doors. n.
Middle Deck (Fore)
The ship is embedded in an iceberg!
> x iceberg. climb it. (can't)
> x lights.
> s. s. s. d. n.
Lower Corridor
> unlock door with key. drop key.
> open door. e.
Laboratory
> x papers. x equipment.
> x balloon. x vent. x basket.
You cannot enter the balloon's basket; it's not large enough for you.
> x green cylinder. x green dial. (at 0)
The inflated balloon is too big to get out the door, so unfortunately, you need to deflate it here.
> open vent. take balloon.
> w. s. u. u. s.
Out on the Upper Deck
> put red gas on vent. drop red.
> take charge. put charge in basket.
> light charge. (using the lighter)
> drop balloon. z. z.
The flare summons the fishing trawlers, and you, the baby, and the cat leave the cruise ship.
*** You have been rescued. ***
Mentioned:
Curiously unmentioned:
This is the response to ABOUT:
Escape from the SS Borgarís was written in 17 non-consecutive hours and 43 minutes for the second Hours of Inform contest, around the start of 2003. The requirements of the entry were that it be set on a cruise ship, and include a weather balloon, a mini-skirt, and feature both Jesus and a cat.
For more information about Hours of Inform, and to download other, previous and even future entries, visit http://kevan.org/hoi.
---------- ENDINGS -------------
You have an inventory limit of ten (10) items, not counting anything you're wearing or anything inside something else.
For the baby, you need a blanket plus either the fright wig or the baseball cap.
For yourself, you need the balaclava for your face, plus adequate protection for your arms, legs, hands, and feet. Neckwear is optional.
Wear your choosen items right away, but be choosy; you can't wear everything.
First, in the kitchen, push the button to lower the dumbwaiter shelf.
Second, in the carpeted room, show either piece of fish to the cat. It's now following you.
Third, return to the kitchen, and put the fish into the dumbwaiter. The cat jumps in after it. Quickly, push the button. The dumbwaiter lifts the cat up into the restaurant. The cat makes quick work of the seagull there before sauntering down back to the carpeted room.
Examine a cylinder's dial to see how full of game the cylinder is; for example, X RED DIAL.
You may only take one suitcase at a time. Many of the cabins have a suitcase, but not all. The suitcases are quite randomized except for the clown's.
You don't need to pick up any of the suitcases you find, but do open them. None of the suitcases are locked. The two suitcases belonging to the clown are unrandomized, although which cabin is the clown's cabin is randomized; see roster. In other cabins, there's a random chance you'll find a suitcase. The first six or so suitcases you find (whether you open them or not, and other than the clowns') will contain items. All other suitcases you open will be empty or just have a single item.
CAUTION: Don't bring suitcases into the same room. While the suitcases have distinctive names, you can really only refer to each of them as "suitcase". The suitcase you're currently holding is "my suitcase".
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