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Wrenched and Divine
by
Ashley Honaizer
Played 1,811 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"WrenchedAndDivine" by Ashley Honaizer Include Rideable Vehicles by Graham Nelson. The maximum score is 100 Introduction is a room. The description of introduction is "F.E.A.R is an evil group that is curently in control of the world. You are a simple messenger of the rebellion trying to get back to The Five with the information you gathered from spying at F.E.A.R headquarters. The Five are this worlds only hope at freedom. The Five is made up of: The Mystic, The Prophet, The Deviant, The Destroyer and The Mourner. The Mystic can sense mood and heal any wound. The Prophet knows all that is to happen within two weeks. His power cannot be used against F.E.A.R, though. The Deviant can read minds and is always in your head helping you make wild and crazy decisions. The Destroyer has the power to control the elements, Earth, Water, Fire, and Air. He also causes all natural disasters when it will help humans in the end. He also uses his power against F.E.A.R to kill, only when necessary. The Mourner guides people to the afterlife when they die. Only those who truly believe in him can see him. Most cannot though. The other four can. To start the game, type 'wait'" Every turn: If player is in introduction: Now player is in FEAR office. FEAR office is a room. The description of FEAR office is "You can see a closet to the west and a door to the south.". Every turn: If player is in FEAR office for the first time: say "You can hear voices and footsteps outside the room. Hurry! You must stay out of sight of F.E.A.R members or you will be killed for treason" Closet is a room. Closet is west of FEAR office. After entering Closet: say "You hide successfully.". x is a number that varies. x is 1. Every turn: If player is in closet: If x is less than 5: say "The voices can still be heard"; increase x by 1; Every turn: if x is 5: say "The voices and footsteps can no longer be heard. They're gone!"; increase x by 1. Every turn: if x is 3: if player is in FEAR Office: if player is in Hallway: If FEAR soldier is in Hallway: say "You accidentally knock over a plant causing a loud shattering sound. The door opens and you are shot on sight. The last thing you see is the Mourner, shaking his head slightly before he takes your hand and guides you to an unknown place, the afterlife"; End the game in death. FEAR soldier is a man. FEAR soldier is in Hallway. Every turn: If x is 6: now FEAR soldier is in Secured Room; increase x by 1. Hallway is a room. Hallway is south from FEAR office. Every turn: If player is in hallway: If x is 7: say "You see an elevator to the west. As you're about to walk towards it, a transmission is heard from above. [bold type] 'We expect a battle for humanity is about to begin. Within each uprising, A vague sense of safety will ignite in you, in unseen shadowy sliver of doubt towards ,those who protect and defend you.Let the thoughts slip away and remain calm. Stay close to F.E.A.R. only we can protect'[roman type]"; increase x by 1; Secured Room is a room. Secured Room is east of Black door. Black door is a door. Black door is east of hallway. Black door is lockable and locked. The description of black door is "There is no key for you to find. Go away" Elevator is a room. Elevator is west of hallway. Elevator is above Third floor. The description of Elevator is "Some soothing elevator music plays. Theres only one button, labeled with a D. You press it and the elevator moves down a floor. Once you arrive, you step out" Every turn: If player is in Elevator: Now player is in Corridor. Corridor is west of Third floor. Corridor is a room. The description of Corridor is "You can see three doors. One to the north, south, and west." Weapon storage is a room. Weapon storage is south of Corridor. Crate is inside Weapon storage. Crate is a container. Crate is fixed in place. Crate is lockable and locked. Crowbar unlocks Crate. Key card is inside Crate. Key card unlocks Metal Door. After taking key card: Award 30 points. Lounge is a room. Lounge is north of Corridor. The description of Lounge is "Theres a coffee machine and a few comfy looking couches around a tv. You move a couch from the west wall and discover a small crawl space labelled Storage" Storage is a room. Storage is west of Lounge. The description of Storage is "There isn't much in here. Just some boxes filled with paper and something you see gleaming in the dim light" Crowbar is in Storage. After taking crowbar: award 30 points. Metal door is a door. Metal door is west of Corridor. Metal door is lockable and locked. Stairs is a room. Stairs is west of Metal Door. Stairs is above Bottom of stairs. The description of stairs is "Another transmission is heard from above. [bold type] 'The rebels claim their brave new world is upon us. Do not be fooled by the chicanery in which they lay their claim. It is false, and their uprising will not succeed. You will place your trust in F.E.A.R. You must!'[roman type]" Every turn: If player is in Stairs: Now player is in Bottom of stairs. Bottom of stairs is a room. The description of Bottom of stairs is "Theres a fitting room to the south. You must disguise yourself" Fitting room is a room. Fitting room is south of Bottom of stairs. Clothing is a kind of thing. Clothing is wearable. A pantslike is a kind of clothing. A shirtlike is a kind of clothing. FEAR uniform pants are a pantslike in Fitting room. FEAR uniform shirt is a shirtlike in Fitting room. After wearing shirt: Award 20 points. After wearing pants: Award 20 points. Yourself can be indecent. To decide if yourself is indecent: if yourself wears a pantslike and yourself wears a shirtlike: decide no. Before going west when yourself is indecent: say "There are multiple offices out there. Maybe you could try disguising yourself in those clothes you picked up?" instead. Foyer is a room. Foyer is west of Bottom of stairs. The description of Foyer is "You quickly sneak past the offices without them noticing who you really are." Every turn: If player is in Foyer: Now player is in Escalator. Escalator is a room. Escalator is west of Foyer. The description of Escalator is "The speakers crackle and the slight music that was heard before, cuts off [bold type] 'We are not interested in the possibility of defeat. Not within the silence of a deserted alley, Nor the clamor of a crowded street. F.E.A.R. can not be vanquished, we can not be destroyed. F.E.A.R. will rise up again and control the masses, take back the power and crush the insurgent hoard. As war fades in to the distant memories of enlightened pigs and open wounds, The rebels will begin to perish - one by one, it should. Feel the fear of dying young, not ignore the chance to scream. Lie awake at night in terror, admitting F.E.A.R. will return to glory and the story of Rebels who set out to conquer will finish... In blood.'[roman type] Now you're at the bottom of the escalator." Every turn: If player is in Escalator: Now player is in Lobby. Lobby is a room. Lobby is west of Escalator. The description of lobby is "Nobody suspects you. Be careful not to mess anything up. The door is to the east" Every turn: If player is in Revolving door: Now player is in Highway. East of Lobby is Revolving door. The description of Revolving door is "You resist the urge to spin around the door and quickly step out." East of Revolving door is Highway. Highway is a room. The description of Highway is "The highway stretches far both right and left, and you're unsure of where to go. Before you can make a decision, you hear a voice in your head, obviously the voice of the Deviant [Bold type] 'You must find us and give us the information you've found. We are at the headquarters closest to you. Go west, then north, then west again.' [roman type]" West is Desert. Desert is a room. The description of Desert is "You walk for hours until the Deviant's voice in your head tells you to stop." North of Desert is Oasis. Oasis is a room. The description of Oasis is "You get a drink and cool off for a little bit in this beautiful place. Sadly, you have to leave and keep walking, as you're urged by the Deviant again." West of Oasis is Headquarters. Headquarters is a room. The description of Headquarters is "You finally come across the headquarters building and rush inside. You're met with the five and the pure power of them almost knocks you off your feet. You manage to calm yourself to let the Deviant into your mind to find the information. When they have the information, they all get to work. After about twenty minutes, they beckon you to another room. The rebels are in the room and there is a ceremony put together all for your bravery and support of the resistance" Every turn: If player is in Headquarters: Now player is in Ceremony. Ceremony is a room. The description of Ceremony is "The Prophet holds out a medal of honor for you to take and all the rebels cheer" The Prophet is a man. The Prophet is in Ceremony. Medal is an object. Medal is in Ceremony. After taking Medal: End the game saying "[Roman type] After taking your medal, you hear one last F.E.A.R transmission [Bold type] This is to be our final transmission. The rebels have defeated our illustrious armies. They have damaged our intention of ugly and defiant malevolence. All that we love and care for will sink into the abyss of a new dark age made more sinister and perhaps more protracted by the light of perverted science and rebellion. The whole root and heavy core will perish in starving captivity. You will never win your freedom. You cannot escape F.E.A.R."