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The Dungeon (Finished)
by
Jamison
Played 1,506 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"The-Dungeon" by Jamison Mejeur Chapter 1 - Beginning the Story The player carries a pair of shackles and a jump suit. Chapter 2 - Memories A memory is a kind of thing. A memory can be retrieved or buried. A memory is usually buried. Suggestion relates various things to one memory. The verb to suggest (he suggests, they suggest, he suggested, it is suggested, he is suggesting) implies the suggestion relation. The verb to support means the support relation. Chapter 3 - Plans A plan is a kind of thing Requirement relates one plan to various things. The verb to require (he requires, they require, he required, it is required, he is requiring) implies the requirement relation. Part 2 - Setting Chapter 1 - Inside the Dungeon Cell is a room. There is Your journal in Cell. Bed 1 is in Cell. Bed 1 is fixed in place. Desk 1 is in Cell. Desk 1 is fixed in place. Key 1 is on desk. Your journal is a thing. Armor Room is north of Door 3. Door 3 is north of Cell. Door 3 is south of Armor Room. Door 3 is a locked door. Door 1 is south of Cell. Door 1 is north of Armory. Key 1 unlocks Door 1. Cell is north of Door 1. Key 4 is in Armor Room Door 4 is east of Cell. Armory is south of Door 1. Armory is a room. Door 1 is a locked door. There is a sword, an axe, and a spear in Armory. Secret Room is southwest of Shelf. A wall of chains is in Secret Room. Wall of chains is fixed in place. A skeleton is in Secret Room. Skeleton is fixed in place. Two sentries are in Secret Room. Instead of attacking sentries: say "You attack and kill both sentries!" Shelf is fixed in place. Key 2 is in Secret Room. Door 2 is east of Armory. Door 2 is west of Cell 2. Door 2 is a locked door. Key 2 unlocks Door 2. Bed 2 is in Cell 2. Bed 2 is fixed in place. Desk 2 is in Cell 2. Desk 2 is fixed in place. Key 3 is on Desk 2. Key 4 is in Armor Room. There are armor stands in Armor Room. Armor stands are fixed in place. There is a suit of armor in Armor Room. Suit of Armor is a wearable object. Two sentries are fixed in place. Key 3 unlocks Door 3. Door 4 is east of Cell. Door 4 is west of Warden's Office. Warden's Office is a room. Key 4 unlocks Door 4. Door 4 is a locked door. There is Prison Log in Warden's Office. Underground Entrance is up of Warden's Office. Underground Entrance is a room. Prison Log is a thing. Base Dungeon Floor is a region. Cell, Secret Room, Armor Room, Armory, Warden's Office, and Cell 2 are in Base Dungeon Floor. Shelf is a door. Shelf is southwest of Armory. Shelf is northeast of Secret Room. Shelf is an unlocked door. There is a sentry in Underground Entrance. Instead of attacking sentry: say "You attack and kill the sentry!" Barracks is west of Upper Door 1. Underground Entrance is east of Upper Door 1. Hallway 1 is south of Upper Door 2. Upper Door 2 is an unlocked door. Upper Door 1 is an unlocked door. Hallway 1 is a room. Underground Entrance is north of Upper Door 2. Bed 10 is in Barracks. Bed 20 is in Barracks. Bed 10 is fixed in place. Bed 20 is fixed in place. First Key is on Desk 10. Desk 10 is in Barracks. Desk 10 is fixed in place. Desk 20 is in Barracks. Third Key is a thing. First Key is a thing. Desk 20 is fixed in place. Third Key is on Desk 20. Run Down Room is a room. Run Down Room is east of First Door. Desk 30 is in Run Down Room. Second Key is on Desk 30. Desk 30 is fixed in place. Hallway 1 is west of First Door. First Door is a locked door. First Key unlocks First Door. Broken Door is west of Hallway 1. Intersection is south of Hallway 1. Instead of entering broken door: say "You fall into a trap and die!" Chest is in Intersection. Chest is an openable object. Chest is closed. Chest is fixed in place. Your Map is in Chest. Your Map is a thing. Intersection is east of Third Door. Third Door is an unlocked door. Captain's Office is west of Third Door. Desk 40 is in Captain's Office. Desk 50 is in Captain's Office. Chair 1 is in Captain's Office. Chair 1 is fixed in place. Desk 50 is fixed in place. Desk 40 is fixed in place. Desk 50 is fixed in place. Intersection 2 is north of Fourth Door. Fourth Door is an unlocked door. Captain's Office is south of Fourth Door. Intersection 2 is east of Holding Cell. Holding Cell is west of Intersection 2. Captain's Quarters is up of Holding Cell. There is a ladder in Holding Cell. Ladder is fixed in place. Chair 2 is in Holding Cell. Chair 2 is fixed in place. The Captain is in Captain's Quarters. Captain's Quarters is a room. Instead of attacking the captain: End the story saying "The captain has killed you in your attempted escape. Your efforts were fruitless. You never made it to freedom. You have failed your family. Thank you for playing."