Home
Start a new game
Explore games
Help
Log in or sign up
Log in
Username
Password (
Forgot it?
)
×
New to Playfic?
Full Name
Email
Username
Password
Password (confirm)
Are you sure about this?
Dead Sprint
by
Leah Yegneswaran
Played 3,694 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Dead Sprint" by leah yegneswaran Part - Setting Chapter - The Library The library is a room. The description of the library is "[if unvisited]You wake up in semi-darkness. Your body aches and your head pounds painfully. It slowly comes to you that you can't remember what happened last night, and worse, you have no idea where you are now. Your stomach twists. [else if visited]The room is expansive, and you are surrounded by bookshelves that stretch from wall to wall along the west side of the room. Each is laden with heavy tomes. In the center of the room, a single armchair and lamp take up little space. You can make out other dim rooms through arches to the north and south. To the east is a beautiful glass door.[end if]". The glass door is a door. The glass door is scenery. The glass door is east of the library and west of the courtyard. The description of the glass door is "It is rather pretty.". The tomes are scenery in the library. The description of the tomes is "[if the lamp is switched on]The books are mostly scholarly and cover a range of subjects. A number of them are scientific and appear fairly advanced.[else if the lamp is switched off]It’s too dark to make out the details, but there’s a ton of them.[end if]". Understand "books", "tome" as the tomes. The bookshelf is an undescribed supporter in the library. The bookshelf is fixed in place. Understand "bookshelves", "shelves", and “shelf" as the bookshelf. The diploma is on the bookshelf. The description of the diploma is "[if the lamp is switched off]It's too dim to make out the words. [else if the lamp is switched on]The name on the diploma is vaguely familiar. Perhaps you read about the recipient in the news; they appear to have graduated from a famous research institute nearby." The photograph is on the bookshelf. The description of the photograph is "[if the lamp is switched off]The heavy frame casts shadows over a slim figure; it's too dark to make out a face. [Else if the lamp is switched on]A woman smiles at you from behind the glass. It's an unnerving expression." The notebook is on the bookshelf. The description of the notebook is "[if lamp is switched off] It's way too dark to make out the spidery handwriting. [else if lamp is switched on]The notebook is full of messy writing. On a post-it note is written, 'Password for trapdoor - - Howl'. How peculiar. You probably want to take that; it might come in handy later.[end if]â€. The password is undescribed. The password is in the notebook. The password is a thing. The description of the password is "Howl." The password unlocks the trapdoor. The armchair is in the library. The armchair is scenery. The armchair is an enterable container. The description of the armchair is "[if the lamp is switched off]It's too dark to see much. [else if the lamp is switched on]A closer look reveals deep scores in the armchair's legs and a ragged tear in the expensive fabric." Understand "chair", "scores", "legs", "tear", and “fabric" as the armchair. The lamp is in the library. The lamp is scenery. The lamp is a device. The lamp can be switched on. Understand "light" as lamp. The sitting room is north of the library. "Huge windows dominate, letting in the morning sunlight. The couch looks a bit worse for the wear, as does the low coffee-table before it." The shattered vase is in the sitting room. The description of the shattered vase is "What looks like a once-expensive vase is broken in pieces on the floor, sprayed everywhere as though the thing had been thrown." Instead of taking the shattered vase: say "That seems like a bad idea. You might cut yourself." The pieces are in the sitting room. The description of the pieces is "They're jagged and wicked looking." Instead of taking the pieces: say “Ouch. Bad plan, champ.†The couch is fixed in place in the sitting room. The couch is an enterable container. The couch is scenery. The description of the couch is "It looks as though a very large cat used the poor thing as a scratching post. Jagged slices mar the upholstery and wood." Understand “slicesâ€, “sliceâ€, “upholstery†and “wood†as couch. The coffeetable is fixed in place in the sitting room. The coffeetable is scenery. The description of the coffeetable is "The coffeetable has seen better days. One leg is cracked and strange marks pepper the edges of the surface." Understand “legâ€, “coffee table†and “surface†as coffeetable. The bedroom is east of the sitting room. The description of the bedroom is "[if unvisited]You feel your breath catch in your chest. The sheets on the large, elegant bed are twisted and pulled half to the floor. Worse, they are streaked with what can only be blood. And worst of all, in the bed is a girl. She's not breathing. [else if visited]She's still there. You're not dreaming. You can feel your heart slamming in your chest. You've got to get out of this house.[end if]" The girl is in the bed. . The description of the girl is "She's not breathing." Instead of taking the girl: say "Are you kidding me? You're not touching her." The bed is scenery. The bed is an enterable container in the bedroom. The sheets are in the bedroom. "The sheets are stained with blood." Instead of taking sheets: say "Sounds like a bad plan." The sheets are scenery. The trapdoor is scenery. the trapdoor is lockable. the trapdoor is locked. The rug is in the bedroom. The rug is scenery. The description of the rug is "The rug looks expensive, maybe Persian. A heavy-looking metal handle is visible beneath it. Is that a trapdoor?" Instead of taking the rug: say “Who do you think you are, Aladdin?" The handle is in the bedroom. The description of the handle is "Is that a trapdoor?" The trapdoor is in the bedroom. The trapdoor is a door. The trapdoor is below the bedroom. The trapdoor is above the dungeon. The description of the trapdoor is "[if locked]It looks like something out of a bad vampire flick, all heavy wood and thick rivets. But that password-sensitive lock is all modernity.[else if unlocked]Still there. Go figure.[end if]" After opening trapdoor: say "You see a wooden staircase, the bottom of which disappears into darkness. You don't really want to, but you feel you must GO DOWN." The dining room is south of the library. "The dining room is dark and impressive. An ornately carved table takes up most of the space. Its beauty is tempered by several violent gashes along its legs and sides." The description of the silver key is "The key is silver. No kidding." The description of the human skull is "It grins at you. You don't grin back." The table is fixed in place in the dining room. The table is scenery. The silver key is on the table. The candle is on the table. The human skull is fixed in place on the table. Instead of taking the human skull: say "Alas, poor Yorick. That skull is too bulky to haul around." The kitchen is east of the dining room. "Despite the cheery sunlight that floods the kitchen, the place is a wreck. The refrigerator door hangs off its hinges, revealing spoiling food, some of which has been torn into and spread across the floor." The kitchen table is scenery. The kitchen table is in the kitchen. The description of the table is "A few stray items rest here and there on the scarred surface but the most interesting is, of course, the knife." The knife is a thing. The knife is on the kitchen-table. The description of the knife is "The blade is streaked with red.". Chapter - Outdoors The courtyard is east of the glass door. "You are in a sunny courtyard. The stone tiles are warm beneath your bare feet. An attractive iron fence runs around the perimeter. Dead center is a beautifully decorated gate, complete with a heavy lock." The gate is east of the courtyard. The gate is scenery. The gate is a door. The gate is locked. The silver key unlocks the gate. The gate is west of the path. The path is a room. After opening the gate: say "Congrats on getting away from a grisly murder scene! You remembered to wipe your fingerprints, right?"; end the game in victory