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?
The Frozen War
by
Rakeen Huq
Played 1,848 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The Helicopter is a room. “23:00 you are flying over Soviet airspace in the U.S.S.R., as cumulus clouds blot out the sun. The steady hum of the HALO 300's blades comfort you. You can feel the tension of the pilot crew as we hover over the Soviet airspace. You almost think this might be your last mission… At 23:05 you will have to skydive into the Soviet forest. Note: If you haven't read the premise, please read that first. http://pastebin.com/JupuQZ3y†The Sky is a room. The Sky is down from the Helicopter. "You're in the air, and suddenly, all your stress leaves your body. You're as free as a bird, and all the exhilaration enters your body. The adrenaline courses through your veins." The Heavens is a room. The Heavens is up from the Sky. "The fall is probably the last joy you'll get before the mission. You mentally prepare yourself for the S-Ranked hell which awaits." The Clearing is a room. The Clearing is down from the Sky. "After landing with your parachute, your supplies have dispersed randomly over the vast dark forest. Multiple paths are surrounding you, all in compass directions. Scavenge your supplies before someone catches you. An odd building is North of you. There is an opening in the forest to the West. There is a shaded path to the East of you." The Tree top is a room. The Tree Top is up from the Clearing. "You climb the most suitable tree near you and look around. You can see a vast area of forestry on the island you are on. You can see the shores from here, but the forest is simply impassable. South-East of you, you see a trail leading to some sort of odd structure. The clearing is beneath you." The Barracks is a room. The Barracks is north of the Clearing. "As you silently walk in, you observe the tall metal pillars watching over you and as snow flakes gently fall on the cold hard ground outside. Here lays a soviet soldier uniform, the standard red stripes beige shirt and citadel black boots; you must wear this. South of you, is the exit." The Soviet outfit is in the Barracks. Soviet outfit is a wearable object. Description of the Soviet outfit is "Wearing it will disguise you from the other soldiers, since it is a standard private's outfit. The outfit is a sharp, crisp beige with crimson red stripes flowing down the sleeves, it has an hammer and sickle within a soviet red start on the hat of the outfit." After taking the Soviet outfit: award 1 point. The pocket is a closed, openable container. The pocket is part of the Soviet outfit. The First Easter egg is in the pocket. The Deep woods is a room. The Deep woods is west of the Clearing. "You are deep in the woods, conifer trees stand over you. In a crevice between to trees lays a slightly metallic tranquilizer laced with cast iron with 10 morphine syringes to the left you find a 2006 Motorola Com laced in acrylic plastic. In order to complete the mission you will have to take these supplies. The clearing is East from here." The COM is an object. The COM is in Deep woods. Description of COM is "You see your COM from HQ in the deepest part of the woods. Pressing the top blue button allows you to receive, and the bottom red button allows you to produce messages. You wouldn't dare take one of these out to the Soviets' most heavily militarized base; they could intercept the message and you'd be caught faster then you could say 'Joseph Stalin'.". The tranquilizer is in the Deep woods. Description of the tranquilizer is "The ultimate non-lethal weapon. It would have been perfect for your stealth mission, had it a silencer. Nonetheless, you feel as though you should keep it, just in-case your mission goes all wrong; which it probably will since it's your first S-ranked mission. Suddenly the tranquilizer seems odd and deadly. It will not kill, but will help you destroy at the same time. A unique weapon of your preference." The Shaded path is a room. The Shaded path is east of the Clearing. The shaded path is a room. "As you gently stroll over the newly fallen snow, you observe you surroundings and... you find yourself in a serene and tranquil location. Covered in fluffy white snow you find a key card. It is vital in your mission to have all the required materials. You look back to the West and see the clearing. The path also bends to the South and leads to a big, metal door. It seems to be locked. An odd scanner is beside the great steel door." The key card is in the Shaded path. The key card unlocks the reinforced door. Description of the key card is "The card seems very modern, and though this technology was only recently introduced, this is the pass to perhaps the greatest weapon on Earth. Assuming that this leads you to the specific weapons lab that you are looking for. The card is a bit dirty, but hopefully it won't affect it's performance in opening it's door, whichever door it may be." After taking the key card: award 1 point. The reinforced door is a door. The reinforced door is south of the Shaded path. The reinforced door is a closed locked openable door. Description of the reinforced door is "The door looms over you, guarding an entrance to Mother Earth: Yes, there is something important, somewhere underground." The Station entry is a room.The Station entry is south of the reinforced door. "You have arrived at what is a train station's foyer. Signs in Russian line the ceiling. There are stairs leading down further, to most likely, a platform. You can't get onto the platform without a disguise, or soldiers might catch you. You can hear voices coming from below, to the South. The forest path is North." The Westbound platform is a room. The Westbound platform is south of the Station entry. "The first thing you notice is the accents. Everyone speaks in a heavy Russian accent. Soldiers and officials are bustling deep underground. People get on and off the train that just arrived from the East. The train is South of you. It is about to head West." Every turn while in the Westbound platform: if score is 1 begin; say "A soldier spots you and pulls out a M1911A1, the legendary weapon you've learnt about in the US. One of the more important facts: It's lethal. A few others pull out their pistols, and you recognize many as tranquilizers. But in your position, such a weapon will not help. An assault rifle is what you need. You have no choice; you run and duck behind a trash can. You can feel the force of the bullets against the metal. A bullet pierces the can and hits your bullet proof vest. You are winded by the impact, but it didn't pierce. Not yet anyways, since your cover won't last long. You get up and start running again. Suddenly, it's over. You feel a bullet go through your vest. You drop to the ground. Her face flashes in your mind. 'I'm sorry...'"; end the game in death; end if. Every turn: After dropping the Soviet outfit: say "You keep the badge, just in case."; award -1 point. The Westbound train is a room. The Westbound train is south of the Westbound platform. "The train has arrived at the Westbound platform and is about to head West. The exit is North of you. If you head West, you'll arrive at some place West of here. The train seems pretty empty. The people inside the train are obviously very prestigious. Their suits are fine, perhaps made of silk. Everyone has a briefcase." The official is a person. The official is in the Westbound train. Description of the official is "He is engrossed with a handheld device. He has a look of concern on his face. In fact, it seems that everyone has that look on their face." Instead of asking the official about something: say "'Sorry, I'm a bit busy right now, would you please give me a few moments?'". Instead of telling the official about something: say "'Sorry, I have some work to attend, would you please give me a few more moments?'". The Eastbound train is a room. The Eastbound train is west of the Westbound train. "The train has arrived at an Eastbound platform. You've been riding the train for quite a few hours. Maybe five? Six? Nonetheless, this is the last station: Moscow. Welcome to, probably, the biggest military base on Earth. The exit is West of you, and the train is about to head East." The Bunker platform is a room. The Bunker platform is west of the Eastbound train. "This is it. The biggest bunker in the world. It is almost certain that the nuclear weapon Volokos was talking about, resides here. Unless he was lying. Then you're officially screwed. You laugh silently, with that edge of hysteria you find oddly familiar. There is a sign pointing North. It is written in Russian, so you can't read it. There is hall with a high ceiling leading further West." The Washroom is a room. The Washroom is north of the Bunker platform. "The place is pretty clean. The only downfall: The only stall here is missing a door. Nonetheless, it's a washroom and you could wash your hands here-that is, if you needed to. However, this is not a time to get distracted; you have a mission to do." The stall is in the washroom. The toilet is part of the stall. the toilet is a closed openable container. The Second Easter egg is inside the toilet. The Lab entry is a room. The Lab entry is west of the Bunker platform. "This is the biggest door you could find. The biggest door is usually the most important door. It obviously guards the most important thing in the bunker. There is a guard here, armed with an AK-47. You have to take a deep breath and face the demise of America. And that is exactly what you do." The guard is a person. The guard is in the Lab entry. Description of the guard is "A muscular man, most definitely someone you don't want to fight. His AK-47 is dirty and old, perhaps representing his experience with it. You're guessing he can take you out faster than the train you rode on a few minutes ago. However, even if you take him on, you're more of the CQC (close-quarter-combat) type, than a, 'unload the magazine' type fighter." Instead of telling the guard about something: say "'I couldn't care less, but I haven't seen you around before. You new or something? What ever, you got the badge,' he says, looking at your token you claimed from your disguise. 'You can go in.'". Instead of asking the guard about something: say "'Pfft, couldn't care less. Go ask someone else. By the way, you have a funny accent.' With that, he eyes the badge on your Soviet outfit, and looks away.". The airlock is a closed door. The airlock is west of the Lab entry. Description of the airlock is "This is it. The gate to, probably the greatest weapon the world has seen. You ask yourself, 'Am I ready to face this?' Funnily, your consciousness answers: 'Hell yeah.'". The Weapons lab is a room. The Weapons lab is west of the airlock. "The weapon, or device, or whatever it is, looks breathtaking. It is not a tank, but rather, a mechanical animal-bot that has missile launchers on the back. The camouflage paint is fresh, yet ominous. The metal is freshly cut, and the engine is most likely something out of this world. You look around and there are computers all along the perimeter of the room. Near the ceiling, you can see balconies with more computers. The people inside this room are all tired-looking. A man comes up to you and takes out a device. He scans the symbol on your badge, and frowns. 'You're not supposed to be here...' He looks up at you and asks, 'Why are you here?' He yells and calls the guards." Every turn while in the Weapons lab: if the player has the tranquilizer begin; say "This is it. The guards are rushing at you. You feel the tranquilizer at your hip. The man is backing off. Your battle instinct kicks in, and you pull out the gun with a hysterical grin. The gun points at the man and you pull the trigger. He screams, before he is knocked out. The guard from outside rushes in and pulls out a baton to swings at your crown. you duck spin around him to shoot the other man behind him, armed with an AK-47. He goes down and you swing an upper cut to the man with the baton. He stumbles back, but you grab his collar and throw him down. Winded, he gasps as you shoot his neck. The engineers yell and evacuate as more guards stream in. you shoot three more-all in the head-and reload in a split second. Another one comes near you. You give him a round house kick and spin him around. He's grabbed in a choke-hold and taken hostage. You shoot four others and shoot the one in your grasp. There is one more charging at you with all of hell on his side. You've got one bullet. The trigger is pulled, and the gun is jammed. Nonetheless, you remember the Colonel's words: 'Never be surprised by yourself.' One move and the show's over. The room is empty. You walk up to the machine. It has the power to obliterate all of America. So you do the one possible thing: you walk up to a sleeping guard and take his rifle. Then you unload the magazine right into the engine of the machine. You destroy everything, pocketing ammunition, and then emptying it all out. The best you can do is destroy everything the Russians own, that can pose a threat to your country. Almost everything goes up in flames, all the equipment, except one: a single computer. You search it and find a removable drive. You pocket the stick and blow down the computer. You take a shot into every computer in the area and finally take a shot into the electricity breaker. All the lights go out. You walk out of the room and look for the exit."; end the game in victory; else; say "You grab the man and take him to a choke hold. You check his pulse very slowly and softly, and you notice that he his confident, since his heartbeat is pretty slow. Soldiers enter the room and surround you, all threatening you with the points of their guns. No one moves; they all watch you with wide eyes. You sigh and let go of the man. He quickly crawls away, as you put your hand on your head."; end the game in death; end if.