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Mind Caged
by
Zane DuLong
Played 482 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
Use no scoring When play begins: say "You wake up, famished. You do not know why you are here. You notice you have a School Key. You try to figure out what's written on the wall but the room is too dark." The player is holding the School Key. The description of the school key is "A key that unlocks most doors in the school." [Prison Cell] Prison Cell is a room. The description of Prison Cell is "A very dark and small room." There is a drawer in Prison Cell. The drawer is fixed in place. The drawer is an openable container. The drawer is closed. A Green Key is in the drawer. There is a bed in the prison cell. The bed is fixed in place. The description of the bed is "Slightly dirty and worn out." There is a cheese in prison cell. The cheese is edible. After eating the cheese: end the game in death. [Cage Hallway] Cage Hallway is a room. Cage Hallway is north of Prison Cell. The description of the cage hallway is "A hallway with six cells. Only one is unlocked." The green door is a closed door. The green door is locked. The green key unlocks the green door. The green door is east of Cage Hallway. [Closet] Closet is a room. Closet is east of green door. There is a mop in the Closet. There is a bouncy ball in the closet. There is a pool noodle in the closet. [Field] Field is a room. Field is south of Closet. The description of the field is "A wide, open, grassy field. You see the play structure and the school." [Play Structure] Play Structure is a room. Play Structure is west of Field. The description of Play structure is "You look around the play structure but all there is is a box." There is the Black Box in Play Structure. The Black Box is fixed in place. The Black Box is a container. The Black Box is closed. The Black Box is locked. The Black Key unlocks the Black Box. The description of the box is "When shooken you hear a metal object." There is a gun in the box. After taking the gun: say "You found a gun. The gun only has one ammo." The description of the gun is "A pistol with only one bullet in it." [School Entry] School Entry is a room. School Entry is south of Field. The description of school entry is "You have arrived at the school entry. You hear an angry voice. Looking inside you see a man with a butcher knife. His suit is has some blood stains on him.(btw you have a key that unlocks most doors in the school)." There is a sign in School Entry. The sign is scenery. The sign is fixed in place. The description of the sign is "Dont let him see you. Hes coming." The School Door is a door. The School door is south of school entry. The School door is closed. The school door is Locked. The School key unlocks the School Door. The Description of the School Door is "The door that leads that leads to the school. The School Key(which you have) unlocks it." [School N] School N is a room. School N is south of School Door. [School NE] School NE is a room. School NE is east of School N. [Closet NE] Closet NE is a room. Closet NE is east of School NE. [School E] School E is a room. School E is south of School NE. [School SE] School SE is a room. School SE is south of School E. [Closet SW] Closet SW is a room. Closet SW is west of School SW. [School S] School S is a room. School S is west of School SE [School SW] School SW is a room. School SW is west of School S. [School W] School W is a room. School W is north of School SW. [School NW] School NW is a room. School NW is west of School N. School NW is north of School W. [Butcher Room] Butcher Room is a room. Butcher Room is north of School S. Butcher Room is east of School W. Butcher room is west of School E. Butcher Room is south of School N. The Description of the Butcher room is "You find a flickering room that is only lit with a lamp. The room is filled with dirty black tiles." The Diary is in the Butcher room. The Description of the Diary is "I have to keep him here but I can't. Not after everything. But my mind brain hurts after that awful surgery. I will put the key with him and unlock the door. It will seem liked he escaped." There is a Lamp in the Butcher Room. The Description of Lamp is "A Lamp that can light a room." There is a Black Key in the Butcher room. The description of the Black Key is "A Black Key that may unlock the Black Box." There is a mirror in the Butcher Room. The mirror is fixed in place. The description of the mirror is "You look in the mirror and see yourself. You are beat up and bruised. Your originally white basic shirt has muck spots and holes. You look away after your vision gets blury." Instead of turning or opening mirror: say "You turn the mirror and it breaks off the wall. You see a Picture of the Creep but much more friendly looking. It seems like a classroom picture. Then you notice YOURSELF right there. You are by far the biggest out of the kids. You see two other familiar figures in the picture. You also see a Diary." ; Move the Diary to the butcher room. The Creep is in Butcher Room. Every turn when The Creep is in a room (called the current space) and the player is in School Entry: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]".The Creep is in Butcher Room. Every turn when The Creep is in a room (called the current space) and the player is in School N: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when The Creep is in a room (called the current space) and the player is in School NE: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when The Creep is in a room (called the current space) and the player is in School NW: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when The Creep is in a room (called the current space) and the player is in School W: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when The Creep is in a room (called the current space) and the player is in School E: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when The Creep is in a room (called the current space) and the player is in School S: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when The Creep is in a room (called the current space) and the player is in School SE: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]".. Every turn when The Creep is in a room (called the current space) and the player is in School SW: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when The Creep is in a room (called the current space) and the player is in Closet SW: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when The Creep is in a room (called the current space) and the player is in Closet NE: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when The Creep is in a room (called the current space) and the player is in Butcher Room: let the next space be a random room adjacent to the current space; move The Creep to the next space; say "The Creep is in [the next space]". Every turn when the Creep is in School Entry: Move the Creep to School N. Every turn when the Creep is in Closet NE: Move the Creep to School NE. Every turn when the Creep is in Closet SW: Move the Creep to School SW. Every turn when The Creep is in Long Hallway: Move The Creep to School S. Every turn when the Creep is visible and the player does not have the gun: say "You see him and he stabs you then immedietly regrets it. You watch him sob as he takes you to your grave." ; end the game in death. Every turn when the Creep is visible and the player has the gun: move the corpse to Field; move the Creep to Heaven; say "You see him and shoot your gun instintively and his body flops down. He seems familliar. A silver key is on him. You are still starving. Then you take his body. And place it in the field cuz he is stinky." [Heaven] Heavem is a room. The Metal Key is in the Corpse.The description of the Silver key is "A shiny key that seems sepcial." The Corpse is in Heaven. The description of the Corpse is "A stinky corpse that is indeed edible. There is a key in him you realize.". The Corspe is edible. After eating The Corpse: say "YUMMY". [Metal Door] Metal Door is a door that is locked. The Silver Key unlocks the Metal Door. The description of the Metal Door is "A very sturdy metal door that is locked." The Metal Door is south of School S. [Long Hallway] Long Hallway is a room. South of Metal Door is Long Hallway. The description of Long Hallway is "A very long hallway with a lot of distorting paintings. It makes you dizzy. The next door is ahead." [END] END is a room. END is south of Long Hallway. The description of END is "This is the end. You go through the door.... Thanks for playing!" After entering END: end the game in victory.