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?
Pyramid_Beta
by
GG
Played 262 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Escape The Pyramid" Summit is a room. "BACKSTORY: You were venturing into one of the several great pyramids in Egypt when you got lost at the top of the pyramid. There won’t be a lot of people around today, as you made the smart decision to illegally trespass into the tombs without a tour guide. Since you must have hit your head along the way, you forgot your way back to the entrance.There are several strange and dusty objects in this dingy, cramped room. You can see a torchlit stairwell leading down to a Corridor. Using the dim torchlight, you can make out your BACKPACK on the floor next to you. You can feel rocks crumbling at your feet. You probably don’t want to stay here for long." The BACKPACK is in Summit. The BACKPACK is a container. The SQUISHED CHOCOLATE MUFFIN is a thing. The SQUISHED CHOCOLATE MUFFIN is in the BACKPACK. The SQUISHED CHOCOLATE MUFFIN is edible. Understand “muffin” as squished chocolate muffin. Understand “squished muffin” as squished chocolate muffin. Understand “chocolate muffin” as squished chocolate muffin. The description of the squished chocolate muffin is “It’s a squished chocolate muffin. The chocolatey contents stick to the wrapper in the Egyptian heat.” After dropping the muffin: say "Stop wasting food." After eating the CHOCOLATE MUFFIN: say "You get the sudden urge to jump around like a damn orangutan. Typical Hasan behavior. You try to resist, however, the urges are too strong. The floor shatters beneath you like school toilet paper and you fall to your death."; End the game in death. The MY ID CARD is in the BACKPACK. The description of the MY ID CARD is "My ID card reads: Hasan Beyahsle." The description of the BACKPACK is "A dusty red backpack". The Summit is north of the CORRIDOR. The CORRIDOR is a room. “There’s a fork in the road here. A stairwell in the north leads up to Summit. A stairwell in the south leads down to Statue Room. To the east is Pottery Room. To the West is a locked silver door leading to Western Chamber." The silver door is a closed locked door. The silver door is east of the Western Chamber and west of the CORRIDOR. A silver key unlocks the silver door. The Pottery Room is a room. “There are many strange carvings and decorations on the yellowing dusty walls. You see the bones of a small animal in a corner. There is some unfinished pottery beside it. You can hear the rattling of a small object inside it. To the west is Corridor. To the southeast is East Branch.” The Pottery Room is east of the CORRIDOR. The Pottery Room is northwest of the East Branch. Wooden Door is a closed locked door. Wooden Door is south of Corridor. A wooden key unlocks the wooden door. The unfinished pottery is an open container in the Pottery Room. The carving is fixed in place in the Pottery Room. The bone is fixed in place in the Pottery Room. The description of the carving is “You can’t understand hieroglyphs.” The decoration is fixed in place in the Pottery Room. The description of the decoration is “Stop wasting your time.” The description of the bone is “Looks like it’s from Ikea.” The description of the unfinished pottery is “It’s cracked in some places.” There is a tile in the Western Chamber. There is a shiny object in the Western Chamber. Understand "shiny" as shiny object. Understand "gold nugget" as shiny object. Understand "nugget" as shiny object. The description of the shiny object is “It’s a gold nugget. Maybe it has a use.” The description of the tile is “Maybe it’s for a puzzle?” The description of the silver key is “It looks like it’s used to unlock a room of some sort.”. Inside the unfinished pottery is a silver key. Understand “pottery” as unfinished pottery. Western Chamber is a room. "An ordinary room. The western chamber is west of the corridor. To the southwest is Armory. There’s an aged stairwell leading down to another room. Using the flickering torchlight, you can make out something shiny on the ground, and beside it is a tile.” There is a wooden key in the Western Chamber. East Branch is a room. East Branch is east of Spare Room and above Worship Room. "Spare Room is to your West. Below is Worship Room. You step into a pitch black room and sand engulfs your legs. Among the shifting sands you can feel the remains of a human. You hear a suspicious noise from the opposite side of the room. A stairwell leading to Spare Room is west and beside it is a ladder leading down to Worship Room." Statue Room is a room. Above is Wooden Door. “The room is decorated with hieroglyphs you can't make sense of. There is a large statue of a pharaoh you don’t recognize. A stairwell leads down to Mummy Room.” The description of the hieroglyphs is “There seems to be an illustration of a father leaving his home. Something about this seems strangely familiar.” In Statue Room is a large statue. Statue Room is above Mummy Room. The description of the large statue is “It seems heavy.” Understand “statue” and “pharaoh statue” as large statue. Instead of taking the large statue: say “You lose control of the statue and knock it over. The dominating figure falls and flattens your frail body. Not sure what you expected.”; End the game in death. Armory is a room. In Armory is the ancient dagger. Armory is southwest of Western Chamber. “There appears to be an ancient dagger embedded into the wall. A shiver runs down your spine. You feel like you shouldn’t touch it.” Understand “dagger” as ancient dagger. The description of the ancient dagger is “A dagger with intricate engravings along the handle and blade. It looks eerily new.” Instead of taking the ancient dagger: say “The ceiling collapses and a horde of skeletons armed with bows fall down, turning you into a porcupine of arrows.”; End the game in death. Instead of exiting: say “The exits crumble before you as you make a wrong step. Sandstone comes barreling down the stairwells and floods the room with suffocating rocks and the sound of your muffled screams.”; End the game in death. Spare Room is a room. Spare Room is above Deserted Pit. “There is a pitfall that leads down into Deserted Pit. A dusty, golden pendant is in the corner of Spare Room.” In Spare Room is a golden pendant. In Spare Room is an Iron Key. Understand “pendant” as golden pendant. Golden pendant is a thing. The description of the golden pendant is “Engraved on the pendant is a man with the head of an animal. It has a long snout and long ears that are squared at the tips. You remember your mother telling you not to take what isn’t yours.” Worship Room is a room. Worship Room is west of Mummy Room and above Iron Door. An Altar is fixed in place in the Worship Room. “To the east is Mummy Room. A staircase leads down to Treasure Room. There appears to be an altar here.” The altar is fixed in place. On the altar is an Ankh Charm. Understand "Charm" as Ankh Charm. Understand “alter” as altar. The description of the altar is “It’s an aged altar, decorated with precious jewels and gold. There is an Ankh charm on it.” Ankh charm is a thing. The description of the Ankh charm is “It’s shaped like a cross, but the top is folded into an arch. Unlike the Terraria and RL Craft versions, this won’t protect you from poisons.” Iron door is a closed locked door. Iron door is below Worship Room and above Treasure Room. An iron key unlocks the Iron Door. Mummy Room is a room. Mummy Room is northwest of Golden Hall and above loot corridor. "To the southeast is a long corridor. To the west is Worship Room. Below is a stairwell leading to another corridor. The torch lit hallway to the west serves as your only light source. You can barely make out another hallway to the east, except it looks like an endless void. Below is a stairwell leading to another corridor. The room is crammed full of strange mummies, ranging from cats to monkeys. Most of the mummies are all aligned on dusty shelves, each with varying layers of grime. There are also some mummies littered around the floor, likely knocked out of the shelves. You try very hard not to step on anything. You find it odd that you haven’t seen a human mummy yet. You see a random tile on the ground, and take it for absolutely no reason.” Golden Hall is a room. "To the northwest is Mummy Room. A strong ice-cold wind suddenly hits you, almost knocking you off your feet. The corridor is dark with only a small glimmer of light at the end, illuminating the walls enough so you can see. There are golden statues lined up on both sides of the corridors. You see a red light emitting from the top of one of the statues. You should get a closer look.” The description of the red light is “You climb up the golden statue and you see its an ancient egyptian gem worth millions of dollars stuck between the fingers of the statue. It seems loose.” Red light is a thing. Understand “gem” as red light. Instead of taking the red light: say “You pluck the red gem from the statue, however, you hear the heavy gold doors slam shut behind you. You look around and see rag-covered creatures emerging from the walls. There's no way you're fighting them off. RUN!!! Oh wait. There’s nowhere to run.”; End the game in death. Deserted Pit is a room. “You fell down here from Spare Room, and you can’t get back up. Looks like you’re stuck here until you find a ladder or something. There does appear to be a torch on the wall.” The torch is an object. Instead of taking the torch: say “You hear a loud rumble in the distance, and see dust falling from the ceiling. Is this how it ends…? You feel like you’ve died in similar dumb ways before.”; End the game in death. Loot Corridor is a room. "To the east is Treasure Room. Above is Mummy Room. A well lit corridor. Towards the eastern end you can see a shining room. You see a disheveled man slumped against the wall. pls gib me foob, he says. He is a bearded man of just skin and bones with bandages wrapped around his kneecaps. He's slumped against the wall, chewing on his tattered official-looking clothes. It looks like he hasn’t eaten in a while. You try to approach him, however, he leaps towards you with a hunger induced crazed look on his face. Try offering him some food.” The Tour Guide is a person in Loot Corridor. Instead of giving the squished chocolate muffin to the Tour Guide: say “The Tour Guide dies. His ID drops to the room below.” Treasure Room is a room. Treasure room is east of the Loot Corridor. "To the West is Loot Corridor. You push the door to the room open, revealing a grand chamber with a vast array of objects. There is a table with some objects on top of it, and a bunch of tiles on the ground with two missing slots. There is a trapdoor below.” Trapdoor is a door. Trapdoor is below Treasure Room and above Entranceway. The description of the table is “It’s glazed with gold, and atop is a bezoar and, for some reason, a plushie of an Among Us crewmate from Ohio.” The table is fixed in place in Treasure Room. The bezoar is an object in Treasure Room. The description of the bezoar is “It will not protect you from poisons.” The description of the tile puzzle is “There are some tiles. When you place the missing tiles in the correct spots, a hole opens up above you, and a golden key falls on your head. Somehow, it didn’t hurt.” The tiles are fixed in place in Treasure Room. Entranceway is a room. The Fake ID is an object in Entranceway. After taking the Fake ID: say “You feel guilty, but you’re going to need it.” After dropping the Fake ID: say “Then why did you take it in the first place?” The description of the Fake ID is “It says Joseph King, 69 years old, and 5 foot 8." Entranceway is below Trapdoor. “Turns out the trapdoor wasn't locked. Anyways, to the East is Entrance, your supposed ticket out. As you tread along the endless tunnel of sandstone, you come across many artifacts and statues, but you don’t care about them. You just want to see the sun again, so you keep on going. Soon enough, you come across what seems to be the end: a rusty gateway partially blocking out the evening sun. It seems to be unlocked with another lever.” The lever is fixed in place in Entranceway. There is a painting in Entranceway. The description of the lever is “It's stuck and won't move. You’ve learned not to trust levers, so you look around for something else. You see a painting of the pyramid you’re trapped inside of.” The description of the painting is “You forgot the pyramid’s name. It’s a nice painting, though. It would be nice to have in your room.” After taking the painting: say “Behind the painting is a secret passageway. Going through, you finally emerge, basking in the albeit rather dim light of dusk, free of the stinky trap-infested 10 billion pound hulk of limestone.” Carry out taking the painting: move player to Entrance. Entrance is a room. “After painstakingly escaping the pyramid, you find your pet camel alive and well at the entrance. As you mount your camel, a local police officer arrives to detain you. He is a chubby, middle-aged man who looks like the stereotypical donut-loving cop. He tells you that he came to investigate a reported breaking and entering into the pyramids. The suspect’s name is Hasan Beyhasle and his parents are looking for him. To confirm his suspicions, the policeman asks for your ID.” The policeman is a man. The policeman is in Entrance. The initial appearance of the policeman is "a chubby, middle-aged man who looks like the stereotypical donut-loving cop." The description of the policeman is "You hate cops." Instead of giving the My ID Card to the policeman: say "You show the policeman your ID. After confirming that you are Hasan Behaysle, the cop is surprised at your truthfulness and brings you to your parents instead of the police station. Unbeknownst to the authorities, you would much rather face the legal system than the wrath of your maternal figure. You are greeted at your house by your mother brandishing a slipper, a fate worse than death."; End the game in death. Instead of giving the Fake ID to the policeman: say "You show the policeman the tour guide’s ID, defending that you were actually a tour guide doing routinely checks on the ancient infrastructure. The officer buys your shoddy alibi, given that they are just about to get off work, but they are alerted of your presence. You say your goodbyes and mount your camel, riding off into the distance. While your journey to escape the pyramid has ended, your life of crime has just begun." ; End the game in victory.