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Stuck in the Snow
by
Luke Jarman
Played 1,360 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Stuck in the snow" by Jaime Modolo and Luke Jarman When play begins: say "You are productive freshman at Michigan Technological University. You have been working in the library for the past couple of hours, because your hall is being obnoxious about the first large snow storm which is about to hit Houghton, Michigan. As the storm approaches the power goes out in the library, you decide that enough work has been completed to return to your dorm room for the reaminder of the night. Can you get back to Wadsworth Hall?" The Study area in the first floor of the library is a room. "It is dark and scary looking when nobody is here. You have never seen it this dark and empty. To the north you are able to see an area full of computers, but it looks sort of dark. You can hear strange noises in the distance, but you are hoping it is just the storm arriving." The Computer area is a room. The computer area is north of the study area in the first floor of the library. "From here you see stairs the north, the food area to the east, the front desk to the west, and the study area to the south. You can see only computers here, but you can also make out some strange shadows. You may want to keep moving!" The Front desk is a room. The front desk is west of the computer area. flashlight is in the front desk. scattered papers are in the front desk. office supplies are in the front desk. the silver key is in the desk. The Food area is a room. The food area is east of the computer area. Before going to the food area: if the player does not carry the flashlight: move the player to the front desk; say "It was sort of dark over there. You were unable to see anything."; stop the action. The description of The Food area is "After turning the flashlight on, you are able to see that there should be enough food here to last a while. There is also a good variety to choose from and you are hungry because you have been studying for so long. Somebody appears to have left something on the sandwhich bar. It may be a coat." a sandwich bar is in the food area. Sandwich bar is a supporter. a coat is on the sandwich bar. The sandwich bar is not described. Before taking coat: say "Just your size. Useful if it is cold"; continue the action A sandwhich bar is here. "A sandwhich bar is here." The description of the sandwhich bar is "Although the sandwhiches expire they might be good to carry along. You never know when you are going to get hungry." before taking sandwhich bar: say "I am sure this food will become useful very quickly."; continue the action The stairs are a room. The stairs are north of the computer area. the description of the stairs is "These stairs will take you up to the second floor of the library. It seems a little dark in here, be careful not to fall!" a painting is in the stairs. a painting is a supporter. a gold key is on the painting. The description of a painting is "This is a really nice painting, I wonder if there is anything useful about it." instead of taking the painting: say "This may be a little heavy to carry." the second floor of the library is a room. The second floor of the library is up of the stairs. The description of te second floor of the library is "It is sort of dark in here, but good thing you have your flashlight to explore. You can sort of see windows to your east but you are unable to make out what this area actually is. The first floor of the library is down of here and the bridge to Rhekki is east." A box is here. There is a tool kit in the box. instead of taking the box: say "This is sort of large to carry around, there may be something useful inside." Computers are in the second floor of the library. Instead of taking the computers : say "These are kind of heavy to carry around and will not help you in any way." the Bridge is a room. the bridge is east of the second floor of the library. "The bridge runs west to east. You can hear the wind whistling through the bridge as you approach it. It is cold on the bridge, but you can use this bridge to get to Rheki Hall. Good thing you grabbed that jacket when visitin gthe sandwhich bar. It will help you stay warm." Before going to the bridge: if the player does not carry the coat: move the player to the second floor of the library; say "It was seems a little cold to be walking across this bridge, you may need something to keep you warm."; stop the action. The Second floor of Rheki is a room. The Second floor of Rheki is east of the bridge. "The hallway is to dark to see without the flashlight. Good thing you grabbed one! To the west is the bridge back to the library. To the east is a stairwell." The stairwell in Rheki is a room. The stairwell in Rheki is east of The second floor of Rheki. "To the west is the second floor of Rheki, down is the first floor of Rheki." before going to the stairwell in Rheki: if the player does not carry the tool kit: move the player to the second floor of Rheki; say "The door to this stair well seems to be frozen shut. You may need to try to find some tools to open it with"; stop the action. The first floor of Rheki is down of the stairwell in Rheki. the description of the first floor of Rheki is "You see a room surrouned in glass to the north and a hallway that looks very familiar to the east. It comforts you to know that you are one step closer to the warmth of your dorm room again." the stairs of fisher is a room. the stairs of fisher is east of the first floor of Rheki. "The stairs of Fisher will get one step closer to being back to the dorms. To the east is Fisher Hall to the west is the first floor of Rheki." before going to fisher hall: if the player does not carry the gold key: move the player to the first floor of Rheki; say "This door is locked you may need to find a key. Hint: look in the library."; stop the action. Fisher Hall is a room. Fisher Hall is east of the stairs of fisher. the description of Fisher Hall is "Finally you have made it to Fisher Hall. You have used your key found in the stairwell of the library to enter Fisher Hall. To the west are the stairs in Fisher hall, to the south is Wadsworth Hall." Wadsworth hall is a room. Wadsworth hall is south of fisher hall. The End begins when the player is in Wadsworth hall for the first turn. The End is a scene When The End begins: Say "Congradulations you have escaped the library to your dorm room, where you can once again gain warmth in your feet."; End the story.