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Geoffrey's great prison break
by
Alexander Geoffrey Osborn
Played 53 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Alexander Geoffrey's great prison break" The prison cell is a room. "You are inside a prison cell on the second floor. The floor used to be shiny and polished, but in the time of your stay has become dusty and filled with spider webs. As for the prison, it is common knowledge that the layout of the prison is confusing. [line break][line break] None of the inmates like the prison. The guards are always smoking, and their footsteps are so loud. You've decided that you had enough of the prison, and you're going to escape... But how?" The wooden plank is a thing. An ink tube is a thing. The ink tube unlocks the prison door. The ink tube unlocks the north prison door. The ink tube unlocks the west prison door. The warden's key card is a thing. The warden's key card unlocks the electronic door. The description of the warden's key card is "On the back of the key card is a bar code. The other side of the card says that the warden's first name is War and last name is den. Creepy...". The lighter is a thing. The pack of cigarettes is a thing. spotted is a truth state that varies. When play begins: now spotted is false. officer fight is a truth state that varies. officer fight is false. flammability is a kind of value. The flammability are yes and no. Every thing has a flammability. The flammability of every thing is no. The flammability of a wooden plank is yes. The flammability of a book is yes. The flammability of a stack of paper is yes. The flammability of a wooden broomstick is yes. fire size is a number that varies. fire size is 0. Instead of doing anything with the pack of cigarettes: say "Your conscience is disgusted by the cigarettes and anything that has to do with it. You don't want to get addicted." Understand the command "break" as something new. breaking is an action applying to one thing. Understand "break [something]" as breaking. Understand the command "dismantle" as break. dismantling is an action applying to one thing. Understand "dismantle [something]" as dismantling. Before burning when the player does not carry a lighter: say "You don't have anything to start a fire with." instead. Instead of burning the noun: if flammability of the noun is yes: say "You burn [the noun] and start a small fire. Burning more items can increase the size of the fire."; if the noun is the wooden plank and the player is in sector 2: move the torch to player; remove the noun from play; increase fire size by 1; otherwise: say "[the noun] is not flammable."; If fire size is 3: say "The warden detects a big fire and runs out of his office to investigate." The bed is in the prison cell. The bed is fixed in place. The desk is in the prison cell. The desk is fixed in place. The pen is on the desk. The description of the pen is "a cheaply made office ball-point pen. the prison doesn't have enough budget to give the inmates a fountain pen.". The stack of paper is on the desk. The description of the stack of paper is "A stack of regular A4 paper given to you to write letters. With few relatives and friends still alive, the paper has remained untouched.". The description of the bed is "A brittle wooden bed with cracks forming all over. You often wonder how it manages to hold your weight at night. Your gut tells you that this bed is important for your escape.". The description of the desk is "A metal desk securely bolted to the wall. In the past, you have tried and failed to take it off the wall." instead of taking the desk: say "You strain and strain but as expected, nothing happens. It really makes you wonder why you decided to try to move it in the first place..."; stop the action. After breaking the bed: say "With a strong strike to one of the corners, you dislodge a wooden plank from the bed, as the rest of the bed crumbles into wooden sawdust."; remove the bed from play; move the wooden plank to the prison cell. After breaking the pen: say "You dismantle the pen and take the ink tube."; remove the pen from play; move the ink tube to player. The prison door is a closed door. The prison door is locked. The prison door is west of the prison cell. The description of the prison door is "A door made of thick vertical and horizontal bars. At the doorknob is a keyhole. The door is [if the prison door is open]open[otherwise]closed[end if] and [if the prison door is locked]locked[otherwise]unlocked[end if].". Check opening the locked prison door: say "You push against the door but the door is locked. The metal bars clang as you shake the door." instead. Instead of unlocking the prison door with wooden plank: say "The wooden plank is too wide to fit in the keyhole, duh." Instead of unlocking the prison door with pen: say "The pen is too wide to fit in the keyhole." The northeast hallway corner is a room. The northeast hallway corner is west of the prison door. "The floors here are much better kept than your cell. The floors are shiny and dust-free. the walls are made of solid concrete. You are in the northeast corner of two hallways. You can go west or south." The north hallway is a room. The north hallway is west of the northeast hallway corner. "The floors here are much better kept than your cell. The floors are shiny and dust-free. the walls are made of solid concrete. You are in the north hallway. There is a locked prison cell door to the north. The hallway continues to the west and east." The north prison door is a closed door. The north prison door is locked. The north prison door is north of the north hallway. The description of the north prison door is "A door made of thick vertical and horizontal bars. At the doorknob is a keyhole. The door is [if the north prison door is open]open[otherwise]closed[end if] and [if the north prison door is locked]locked[otherwise]unlocked[end if].". First seen is a truth state that varies. when play begins: now First seen is False. The north prison cell is a room. The north prison cell is north of the north prison door. "You are inside the north prison cell. This is Osborn's cell. The concrete walls are riddled with small dents from previous desperate escape attempts." Osborn is a person in the north prison cell. Osborn can be following. Osborn is not following. The description of Osborn is "A muscular man who has seen the weight room before. One of your old pals from before prison. You can trust him and ask him pretty much anything." The book is in the north prison cell. The description of the book is "A paperback book of 'Why you should turn planks to torches instead of turning them into fire. '. It is very old and dry." After going to the north prison cell while First seen is False: say "A jacked man is sitting on the bed, reading a book. You recognize him as your old friend Osborn. As if he was waiting for this moment, he calmly gets up from his bed. 'What do you need from me?', he asks.[line break][line break]"; say "You see a book."; now first seen is True; Every turn: if Osborn is not in the location of the player and Osborn is following: now Osborn is in the location of the player; say "Osborn follows you."; Instead of asking Osborn about something: let input be indexed text; let input be the player's command; if the player's command includes "escape" or the player's command includes "help" or the player's command includes "fight" or the player's command includes "escaping": say "(Osborn understands your question as asking him about joining your escape.) [line break]"; say "After telling him about your escape, Osborn approaches slowly and whispers in your ear: 'I'm in.'"; now Osborn is following; say "Osborn is now following behind you."; otherwise: say "Osborn listens attentively but doesn't seem to understand your question."; Instead of asking Osborn about "help": say "After telling him about your escape, Osborn approaches slowly and whispers in your ear: 'I'm in.'"; now Osborn is following; say "Osborn is now following behind you." Instead of asking Osborn about "joining the escape": say "After telling him about your escape, Osborn approaches slowly and whispers in your ear: 'I'm in.'"; now Osborn is following; say "Osborn is now following behind you." The northwest hallway corner is a room. The northwest hallway corner is west of the north hallway. "The floors here are much better kept than your cell. The floors are shiny and dust-free. the walls are made of solid concrete. The lights hum overhead. You are in the northwest corner of two hallways. You can go east or south." The west hallway is a room. The west hallway is south of the northwest hallway corner. "You are in the west hallway. Dust spills through the bars, out of a cell to the west of here. The hallway continues to the north and south." The west prison door is a closed door. The west prison door is locked. The west prison door is west of the west hallway. The west prison cell is a room. The west prison cell is west of the west prison door. "You are inside the west prison cell. The floors look like they have never been cleaned before. Dust and dirt form a snow-like layer on the floor. This is another inmate's cell. There is a lamb bone in the cell. This inmate is nowhere to be seen." The unfinished meal is in the west prison cell. The description of the unfinished meal is "Some leftover lamb bones from the most recent prison meal." The southwest hallway corner is a room. The southwest hallway corner is south of the west hallway. "The floors here are much better kept than your cell. The floors are shiny and dust-free. the walls are made of solid concrete. You are in the southwest corner of two hallways. You can go north or east." The south hallway is a room. The south hallway is east of the southwest hallway corner. "The floors here are much better kept than your cell. The floors are shiny and dust-free. the walls are made of solid concrete. You are in the south hallway. There is an open unoccupied prison cell door to the south. The hallway continues to the west and east." The south prison cell is a room. The south prison cell is south of the south hallway. "You are inside the south prison cell. It is an unoccupied cell. The floors are squeaky clean in this room. The guards probably just use it as a room to store the broomstick. The room looks just like a plain concrete box." The wooden broomstick is in the south prison cell. The description of the wooden broomstick is "A broom used to clean the cell left by the janitor." The southeast hallway corner is a room. The southeast hallway corner is east of the south hallway. "The floors here are much better kept than your cell. The floors are shiny and dust-free. the walls are made of solid concrete. You are in the southeast corner of two hallways. There is an electronically locked door to the south. You can go north or west." The electronic door is a closed door. The electronic door is locked. The electronic door is south of the southeast hallway corner. Check opening the electronic door while the electronic door is locked: say "The door is locked. There is no keyhole. The door can only be opened by scanning a key card." instead. After examining the electronic door: say "The door is locked. There is no keyhole. The door can only be opened by scanning a key card." The east hallway is a room. The east hallway is north of the southeast hallway corner. The east hallway is south of the northeast hallway corner. "You are in the east hallway. The warden's office door is to the west. The hallway continues to the north and south. You can see skid marks on the polish of the floor from the warden opening and closing his door too many times." The warden's door is a closed door. The warden's door is west of the east hallway. After opening the warden's door: If the fire size is less than 3: say "The warden sees you and points a gun at you. You get shot and die."; end the game in death; otherwise: say "you open the door. The warden is no where to be found." the warden's desk is an object that is fixed in place. The warden's desk is in the warden's office. The warden's office is a room. The warden's office is west of the warden's door. The description of the warden's office is "The warden's office is a cluttered mess. Papers and files are stacked messily on desks and the floor." the warden's car keys is on the warden's desk. The warden's car keys unlock the warden's lamborghini. The warden's key card is on the warden's desk. Clothing is a kind of thing. Clothing is wearable. the guard cap is Clothing. the guard vest is Clothing. the guard pants is Clothing. The smoking officer is a person in the south hallway. The smoking officer is wearing the guard cap, the guard vest, and the guard pants. A person can be mobile or immobile. A person is usually mobile. The smoking officer can be alive or dead. The smoking officer is alive. Every turn: Instead of going somewhere when the player is immobile: say "You are caught and cannot move! Try attacking the officer." Every turn while spotted is false and the smoking officer is alive: if the smoking officer is in a room (called the current space): let next space be a random room which is adjacent to the current space; if the smoking officer is visible: say "You are caught by a smoking officer in [current space]."; now spotted is true; now the player is immobile; now officer fight is true; Otherwise: move the smoking officer to next space; say "You hear footsteps and detect fumes coming from the [current space]." A person has a number called health. The health of a person is usually 100. Definition: a person is dead if his health is less than 1. The damage is a number variable. Combat is a recurring scene. Combat begins when officer fight is true. Combat ends when officer fight is false. When combat begins: now the command prompt is "Combat>". When combat ends: now the command prompt is ">". To say list of clothing worn by (person - a person): let clothing_list be a list of things; repeat with item running through things worn by person: add item to clothing_list; say "underwear, [The clothing_list]". instead of examining the smoking officer while the officer is dead: say "The officer lays on the ground, motionless."; say "The smoking officer is wearing [list of clothing worn by the smoking officer]."; Instead of attacking the smoking officer while officer fight is true: if Osborn is following: let the damage be a random number between 34 and 40; say "Osborn [one of]kicks[or]punches[at random] [the noun] dealing [damage] damage."; decrease the health of the smoking officer by the damage; otherwise: let the damage be a random number between 10 and 20; say "You [one of]kick[or]punch[at random] [the noun] dealing [damage] damage."; decrease the health of the smoking officer by the damage; If the health of the smoking officer is less than 1: now the smoking officer is dead; now spotted is false; now the player is mobile; now officer fight is false; say " [the noun] falls to the floor, as a lighter and a pack of cigarettes slip out of his breast pocket."; now the lighter is in the location of the player; now the pack of cigarettes is in the location of the player; Every turn while officer fight is true and the smoking officer is alive: say "The officer deals a wickedly powerful [one of]uppercut[or]blow[or]kick[at random] towards your head, dealing 25 damage"; decrease the health of the player by 25; If the health of the player is less than 0: end the game in death. Instead of taking something worn by the smoking officer: if the smoking officer is dead: say "You take off [the noun]. It is now in your inventory."; move the noun to player; otherwise: say "You grab at the officer's clothes but he swats you away."; disguised is a truth state that varies. disguised is false. Every turn: if the player wears a guard cap and the player wears a guard vest and the player wears a guard pants: now disguised is true; otherwise: now disguised is false; After opening the electronic door while player is in the unauthorized east hallway: say "As soon as you open the door, the warden barges in and shoots you dead."; end the game in death; After opening the electronic door while player is in the southeast corner: say "You feel a solid grip grasp your shoulder. It yanks you back forcefully. You turn around and are face to face with the warden, his powerful breath pulsing in front of your face."; now Osborn is not following; say "As if it was instinct, Osborn swings his fist and nails the warden in the jaw, sending him stumbling away from you. You watch helplessly as the warden pulls out a gun and points it towards Osborn. "; say "Will you help Osborn fight the warden (help), or will you escape and find refuge behind the door (escape)?"; now the command prompt is "Decision>"; helping is an action out of world. understand "help" as helping. escaping is an action out of world. understand "escape" as escaping. After reading a command while the command prompt is "Decision>": if the player's command matches "help" or the player's command matches "escape": if the player's command matches "help": say "The warden pulls the trigger. With 2 bullets and 2 crisp gunshots, he hits you and Osborn in the chests. You fall to the floor. Was it worth it to die with your friend despite not feeling the sweet taste of escape?"; end the game in death; if the player's command matches "escape": now the electronic door is closed; now the electronic door is locked; now the command prompt is ">"; move the player to the unauthorized east hallway; say "You run behind the door as it closes and locks behind you with a sharp clang. From behind the door you hear a gunshot."; otherwise: say "'You can't do that.'"; reject the player's command. The unauthorized east hallway is a room. The unauthorized east hallway is south of the electronic door. "This hallway looks entirely different from the prison hallways. The floors are polished wood, and the lights are softer on the eyes. Nothing much else to see here. The hallway continues southward. " The unauthorized southeast corner is a room. The unauthorized southeast corner is south of the unauthorized east hallway. "The hallway continues westward." The unauthorized south hallway is a room. The unauthorized south hallway is west of the unauthorized southeast corner. "There is a stairwell to the west." The unauthorized stairwell is a room. The unauthorized stairwell is west of the unauthorized south hallway. "The metal stairs go down to the ground floor. You can hear officers moving and talking downstairs. " Instead of going down when the player is in the unauthorized stairwell: say "You descend the staircase."; move the player to Sector 1. Include Basic Screen Effects by Emily Short. alarm is a truth state that varies. alarm is false. diverted is a truth state that varies. diverted is true. asleep is a truth state that varies. asleep is false. countdown is a number that varies. countdown is 0. group of guards is a person. forwarding is an action out of world. understand "forward" as forwarding. lefting is an action out of world. understand "left" as lefting. righting is an action out of world. understand "right" as righting. dodging is an action out of world. understand "dodge" as dodging. ducking is an action out of world. understand "duck" as ducking. move count is a number that varies. move count is 0. shot count is a number that varies. shot count is 0. A person can be light or lightless. A person is usually light. torch is a thing. a sleeping pill is a thing. coffee is a thing. Every turn: Instead of going somewhere when the player is lightless: say "You cannot see and therefore cannot move." Sector 1 is a room. Sector 1 is below the unauthorized stairwell. "You now find yourself in a corner on the bottom floor of the compound. The next area is to the east. There is a security camera on the wall to the east. The camera is well positioned. you don't see any way to sneak past it." The security camera is a room. The security camera is east of Sector 1. Sector 2 is a room. Sector 2 is east of security camera. "You are now in Sector 2. You are in a large dark room. You can't find the lights and it is pitch black in here. You can't see or move until you have a light source." Sector 3 is a room. Sector 3 is east of Sector 2. "You are now in Sector 3. You see a maze of lasers intertwining with each other, weaving a formidable trap." Sector 4 is a room. Sector 4 is north of Sector 3. "Sector 4. This is a mostly empty storage room, besides a medicine box.[paragraph break]The next area is to the west." The medicine box is a closed container. The medicine box is locked. The medicine box is in Sector 4. The sleeping pill is in the medicine box. The description of the medicine box is "You see that the box can be opened with a single digit passcode." Sector 5 is a room. Sector 5 is west of Sector 4. "Sector 5. Dog house.[paragraph break]You see a small but ferocious guard dog resting on the floor. You have heard from Osborn that this dog will bite and kill any unauthorized person." Sector 6 is a room. Sector 6 is west of Sector 5. "Sector 6. Officer kitchen.[paragraph break]It seems that officers receive food and drink from here. Currently there is a cup of coffee waiting to be picked up by the guard in Sector 7.[paragraph break]The next area is to the north." The coffee cup is an open container. The coffee cup is in Sector 6. The coffee is in the coffee cup. Sector 7 is a room. Sector 7 is north of Sector 6. "Sector 7. Guard post.[paragraph break]Guards shift duty regularly to guard this area, as it is near the exit." Sector 8 is a room. Sector 8 is east of Sector 7. "Sector 8. An officer sees you and pulls out a gun. Unlike the warden's, his arms are trembling. Officer shootout." Sector 9 is a room. Sector 9 is east of Sector 8. "You are so close to freedom. A door stands in your way. The door has a PIN pad that requires a 2 digit code to unlock. Input PIN by examining the door." There is a note in Sector 9. The description of the note is "A note to remind the guards of the passcode." After examining the note: say "The exit door passcode is the numbers displayed by the top and bottom floor layout." The exit door is a closed door. The exit door is locked. The exit door is east of Sector 9. The description of the exit door is "The exit of the prison compound. A two digit numerical passcode is required to unlock the door." After examining the exit door: now the command prompt is "Enter passcode >"; continue the action. After reading a command when the command prompt is "Enter passcode >": increment the turn count; if the player's command matches "95": now the exit door is unlocked; say "The exit door unlocks with a click.[line break]The outside world awaits east of the door."; otherwise: say "Incorrect passcode."; now the command prompt is ">"; reject the player's command. Freedom is a room. Freedom is east of the exit door. "You are outside the prison compound standing in a parking lot. You must get away from the prison as soon as possible." The warden's lamborghini is a closed locked container. The warden's lamborghini is in Freedom. Table of the group of guards movement destination Sector 2 Sector 3 Sector 4 Sector 5 Sector 6 Sector 7 Sector 8 Sector 9 Freedom After going to security camera for the first time: If disguised is true: say "You successfully pass under the security camera, disguised as an officer."; otherwise: say "You are spotted by the security camera. An alarm blares. Officers are soon to be arriving at Sector 1."; now alarm is true; move player to Sector 2; now the player is lightless. igniting is an action applying to one thing. understand "ignite" as igniting. Instead of igniting wooden plank: say "You light the wooden plank, creating a torch."; remove wooden plank from play; move the torch to player. Every turn while player is in Sector 2: If player carries torch: say "You have a torch, which illuminates your path. The next area is to the east."; now the player is light. Every turn: If alarm is true: increase countdown by 1; If the countdown is 8: move group of guards to Sector 1; say "The guards have arrived at Sector 1. The chase begins."; If the countdown is greater than 8: repeat through the table of the group of guards movement: let space be the location of the group of guards; move the group of guards to destination entry; say "The guards advance to [destination entry][line break]"; blank out the whole row; break; If the group of guards is visible: say "You are caught by the group of guards."; end the game in death. After going to Sector 3: say "You are now in Sector 3, the laser field.[paragraph break]The lasers will become invisible when you start moving.[line break]Memorize the correct pathway to avoid death.[paragraph break]"; say " ❌❌❌⬜❌❌❌❌[line break] ❌❌❌⬜⬜⬜❌❌[line break] ❌❌❌❌❌⬜❌❌[line break] ❌❌❌❌❌⬜❌❌[line break] ❌❌⬜⬜⬜⬜❌❌[line break] ❌❌⬜❌❌❌❌❌[line break] ❌❌⬜⬜⬜❌❌❌[line break] ❌❌❌❌✅❌❌❌[line break]"; now the command prompt is "Type 'ready' when you are ready >"; continue the action. After reading a command when the command prompt is "Type 'ready' when you are ready >": if the player's command matches "ready": clear the screen; say "Move forward, left, or right.[line break]"; now the command prompt is "Move >"; increase move count by 1; reject the player's command. After reading a command when the command prompt is "Move >": if the player's command matches "forward" and move count is 1: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "left" and move count is 2: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "left" and move count is 3: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "forward" and move count is 4: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "forward" and move count is 5: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "right" and move count is 6: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "right" and move count is 7: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "right" and move count is 8: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "forward" and move count is 9: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "forward" and move count is 10: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "forward" and move count is 11: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "left" and move count is 12: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "left" and move count is 13: say "You move [player's command] safely.[line break]"; increase move count by 1; continue the action; if the player's command matches "forward" and move count is 14: say "You move [player's command] safely.[line break]You have successfully made it out of the laser field. The next area is to the north.[line break]"; increase move count by 1; now the command prompt is ">"; continue the action; otherwise: say "You ran into the lasers."; end the game in death. After examining medicine box: now the command prompt is "Unlock box >"; continue the action. After reading a command when the command prompt is "Unlock box >": if the player's command matches "7": now the medicine box is unlocked; now the medicine box is open; say "The medicine box unlocks and opens. You can see a sleeping pill inside."; now the command prompt is ">"; reject the player's command; otherwise: say "Incorrect number. Try again."; reject the player's command; continue the action. After going to Sector 5 for the first time: produce a room description with going spacing conventions; now diverted is false; if player carries an unfinished meal: say "The dog becomes interested in the aroma of the unfinished meal you carry."; continue the action; otherwise: say "Unfamiliar to your scent, the dog lunges at you."; end the game in death. After dropping unfinished meal: remove unfinished meal from play; say "The dog begins eagerly devouring the unfinished meal allowing you to leave unharmed. The next area is to the west."; now diverted is true. Instead of going somewhere when diverted is false: say "The dog lunges at you to prevent you from escaping."; end the game in death. Check inserting something into the coffee cup: if the noun is the sleeping pill: now asleep is true; otherwise: say "[the noun] shouldn't be put in there.". After going to Sector 7 for the first time: produce a room description with going spacing conventions; if asleep is true: say "The guard on duty has fallen asleep from the sleeping pill you put in the coffee.[paragraph break]The next area is to the east."; continue the action; otherwise: say "You are caught by the guard on duty."; end the game in death. After going to Sector 8 for the first time: say "You are now in Sector 8, the officer shootout.[paragraph break]An officer begins to shoot at you. Avoid the bullets to avoid death.[paragraph break]"; say "You can jump, dodge, or duck![line break]"; now the command prompt is "Avoid >"; increase the shot count by 1; say "[bold type] The officer shoots at your head![roman type][paragraph break]"; continue the action. After reading a command when the command prompt is "Avoid >": if the player's command matches "duck" and shot count is 1: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your feet![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "jump" and shot count is 2: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your torso![roman type][line break]"; increase shot count by 1; reject the player's command; continue the action; if the player's command matches "dodge" and shot count is 3: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your torso![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "dodge" and shot count is 4: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your feet![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "jump" and shot count is 5: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your torso![roman type][line break]"; increase shot count by 1; reject the player's command; continue the action; if the player's command matches "dodge" and shot count is 6: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your feet![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "jump" and shot count is 7: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your head![roman type][line break]"; increase shot count by 1; reject the player's command; continue the action; if the player's command matches "duck" and shot count is 8: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your head![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "duck" and shot count is 9: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your torso![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "dodge" and shot count is 10: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your head![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "duck" and shot count is 11: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your feet![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "jump" and shot count is 12: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your feet![roman type][line break]"; increase shot count by 1; reject the player's command; continue the action; if the player's command matches "jump" and shot count is 13: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your torso![roman type][line break]"; increase shot count by 1; reject the player's command; continue the action; if the player's command matches "dodge" and shot count is 14: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your head![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "duck" and shot count is 15: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your torso![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "dodge" and shot count is 16: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer shoots at your feet![roman type][line break]"; increase shot count by 1; continue the action; if the player's command matches "jump" and shot count is 17: say "You [player's command] and avoid the bullet.[paragraph break]"; say "[bold type] The officer is out of ammo! The next area is to the east.[roman type][line break]"; increase shot count by 1; now the command prompt is ">"; reject the player's command; continue the action; otherwise: say "You were shot by the officer."; end the game in death. Instead of entering the warden's lamborghini: say "You have escaped the prison compound. Was it worth it to escape despite leaving your friend to die? Either way, you have escaped. Enjoy your freedom!"; end the game in victory.