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TRAPPED
by
Micheal Megill
Played 371 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"TRAPPED" The story headline is "An Interactive Fiction Adventure" The Cellar is a room. "You awaken to find yourself in a dark room. You have no idea where you are, or how you got here. All you know is that you are TRAPPED." There is an openable box inside the Cellar. Inside the openable box is an iron key, an ice key and a glitch key. Iron Door is a locked closed door. The iron key unlocks Iron Door. Iron Door is north of The Cellar. Hallway is north of Iron Door. Hallway is a room. "You are in a hallway. To the east is a wooden door, to the west is a glass door leading to what seems to be a library, and to the north is a steel door, with the lock on the door broken. You wonder what broke the lock." The wooden door is a closed door. the wooden door is east of the Hallway. The glass door is a closed door. the glass door is west of the hallway. The steel door is a closed door. the steel door is north of the Hallway. The description of the wooden door is "A wooden door. It looks to be made of spruce wood." The description of the steel door is "A steel door with a lock on it. The lock seems to have been broken, possibly by a blunt object." The description of the glass door is "A glass door. It's a miracle that it hasn't shattered yet, but it's also dirty enough that you can't see through it." The Library is west of the glass door. "You enter the room, and the first thing that hits you is the smell of books. The next thing that hits you is how dim the room is. You look up, and the only source of light that you see is a chandelier approximately 50 feet above you. You wonder why it's so high, until you look around at the walls and see countless bookshelves. For some reason, all of those bookshelves are on a second floor, and there are no stairs that lead up. Right in front of you however, there is a pile of books that are on the ground, and although most of them are basically dust, there is a book seems to be of readable quality. However, the book is clutched in (literal) death grip of a skeleton." The skeleton is fixed in place in the Library. on the skeleton is a book. The description of the book is "An old, beat up book. The cover is brown, and it is in surprisingly good quality despite looking well over 100 years old. You gently pry the book from the skeletal hands holding it, and begin reading. [line break][line break]The book is actually a journal, presumably of the skeleton. His name was Juan. He was an explorer, and one day, whilst exploring, he got hurt. He passed out multiple times, and when he got a semblance of awareness back, he was locked in the library. The rest of the journal is just his slow descent into insanity, so you place the book back into the skeletal hands of Juan's remains and give a silent prayer." The description of the skeleton is "A human skeleton. A literal human skeleton. Dead proof that there were people before you, and that their fates were not pretty. You hope that you do not end up like him." The Lab is east of the wooden door. "You enter a room that is distinctly white in colour, albeit dusty from disuse. There is a distinctly [italic type]foul[roman type], and it smells like rotting flesh. You're not sure how you know what rotting flesh smells like, but you don't question it. The wooden door that you entered is on the west side of the room." The desk is in the Lab. the drawer is part of the desk. The drawer is a closed openable container. In the drawer is a bottle, a gun and a head. On the desk is a microscope, beaker and notebook. The description of the desk is "It is a white desk, with a large drawer on one side of it. You suspect the foul odor to originate from inside of the drawer." The description of the drawer is "It is a large drawer connected to the desk, which, just like everything about this room, is coloured white." The description of the microscope is "A sleek, silver microscope. When you try to pick it up, you are met with resistance. It is bolted onto the desk. Wonderful." The microscope is fixed in place. The description of the beaker is "A simple glass beaker with nothing inside of it, there's nothing special about it. You put is back onto the desk." The description of the notebook is "A grey notebook with a wire binding and the title of 'Notes.' Very creative. You read through the notes, but you can't make heads or tails of whatever the notes are supposed to be on. The person who wrote the notes down had terrible handwriting." The description of the bottle is "A white bottle that is presumably used for medicine. You read the label, and what do you know; there is a label on it that says 'Schizophrenic pills.' Unfortunately, it's empty." The description of the head is "A rotting human head. The eyeballs are melted into the eye sockets, a sight that makes you gag, and the skin is peeling off. A foul odor, presumably the one that is surrounding the entire room, is coming from the head. You don't want to touch it, but it is not fixed in place." The description of the gun is "A black handgun that looks as generic as a handgun can get-it's an m9. Why you know what type of gun it is, you do not necessarily know, but you do." Every turn: if the player has been in the Lab for 5 turns, say "You start to become unable to breathe from the terrible odor. You step outside of the room to take a breather."; Every turn: if the player has been in the Lab for 5 turns, move player to Hallway. The Loot is north of the steel door. "The first thought that you get when you enter the room is 'Bright.' The second thought that you get when you enter the room is 'IS THAT A DRAGON?!?!?' because there is an enormous red dragon lying on a pile of what looks like gold and other jewelry that would make even Billy Bob, the richest man in the world, drool. Ignoring that thought process, you see a stone door on the north part of the room, right behind the dragon." The dragon is a person in the Loot. The Jewelry is fixed in place in the Loot. The stone door is a closed door. the stone door is north of the Loot. Instead of doing something to the dragon: say "The dragon looks at you. It begins to talk. You get so scared by the noise that you instinctively punch the dragon. The dragon is so shocked that it simply freezes up and does not move anymore. You think you killed it." Corridor is a room. Corridor is north of the stone door. "You enter another hallway filled with doors, this time made of absurd substances. The door to the west is filled with sand, the door to the north is a literal ice block, and the door to the east is glitching out." The glitch door is a closed locked door. the glitch door is east of Corridor. the glitch key unlocks the glitch door. The ice door is a closed locked door. the ice door is north of Corridor. the ice key unlocks the ice door. The sand door is a closed locked door. the sand door is west of Corridor. the sand key unlocks the sand door. The description of the sand door is "A door made of sand. It completely ignores the laws of physics." The description of the ice door is "A literal block of ice with a handle. How it hasn't melted yet, nobody knows." The description of the glitch door is "A glitching out door. How does that even exist?" The Developer Room is north of the ice door. "You are in a computer lab." The computer is fixed in place inside the Developer Room. "There is a computer sitting on a desk in the corner. The screen is on, and displaying something." The screen is part of the computer. The description of the screen is "Playfic.com is open on the screen. There is a half written line of code, stating that Room 7 will be filled with traps that go off after a few turns." The description of the computer is "The computer has a screen that is turned on and displaying something." Suspicious Room is east of the glitch door. "You are in a room with suspicious looking holes in the floor. At the end of the room is a sand key. You hear an ominous sound, like metal spikes scraping against stone." A sand key is here. Final Room is west of the sand door. "You finally made it! You got to the end of this accursed maze of rooms! There is a gold-plated table in the back of the room, and a big, red button with a skull symbol on it on the wall." The gold-plated table is fixed in place inside Final Room. "This table looks quite expensive. It has a letter on it." The letter is on the gold-plated table. The description of the letter is "You've reached the end of the maze (or so you think). Press the big red button, as many times as you dare." The big red button is a device in Final Room. Understand "press [something switched off]" as switching on. Understand "press [something switched on]" as switching off. Understand "press [something]" as switching on. Every turn: if the player has been in Final Room for 5 turn, say "You find the exit and finally manage to escape. Congratulations!" Every turn: if the player has been in Final Room for 5 turn, end the game in victory. Every turn: if the player has been in Suspicious Room for 1 turn, say "You hear more sounds coming from the holes. The faster you finish your here, the better." Every turn: if the player has been in Suspicious Room for 2 turns, say "The grinding of gears sounds from the floor under you." Every turn: if the player has been in Suspicious Room for 3 turns, say "The spikes are popping out of the floor! Run while you still can!" Every turn: if the player has been in Suspicious Room for 4 turns, say "You should have run while you still could. You get impaled by the spikes and have to restart." Every turn: if the player has been in Suspicious Room for 4 turns, end the game in death.