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The Way Home
by
Amy Yao
Played 1,515 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"The Return Home" [Preliminary stuffs] Use no scoring. Understand "inspect [something]" as examining. Understand "bush", "shrubs", "shrubbery" or "shrub" as bushes. Understand "path" as paths. Understand "tree" as trees. Talking to is an action applying to one visible thing. Understand "talk to [someone]" or “converse with [someone]†as talking to. Check talking to: say "[The noun] doesn't reply." [Forest] The Forest is a room. The description is “A dense forest filled with trees and bushes surrounds you, however the lighting in this forest doesn’t seem right. You don’t really know where you are, and you aren’t able to recognize your surrounding. There is no trace of other human beings nearby, but there are the remnants of old paths running through the bushes in all four directions (North, South, East, West).†The trees are scenery in the Forest. The description is “Tall branches stretch to the sky.†The paths are scenery in the Forest. The description is "There seem to be small run-down paths weaving through the shrubs." The bushes are scenery in the Forest. The description is “Small shrubs cover the ground, making it hard to see where you’re walking. There are small gaps in the shrubbery to the north, east, south, and west.†Instead of climbing the trees: If the player is in the Forest: say "The branches of the trees look thin, and you aren’t so sure of your ability to climb trees. And anyways, you aren’t here to be climbing the trees."; Otherwise: Continue the action. Instead of going Up: If the player is in the forest: say "You try jumping up in the air, but nothing much happens"; Otherwise: Continue the action; Instead of going Down: If the player is in the forest: say "You try to dig a large pit with a stick, but you soon realize you are making no progress."; Otherwise: Continue the action; Before going North: if the player is in the forest: say "In the distance, you can see the sun begin to set, and you quicken your pace, not wanting to be caught outside in a strange world once the sun has set. In your rush, you trip and fall into a ditch which is much deeper than it probably should be. You find yourself deep beneath the ground." Before going East: if the player is in the forest: say "In the distance, you can see the sun begin to set, and you quicken your pace, not wanting to be caught outside in a strange world once the sun has set. In your rush, you trip and fall into a ditch which is much deeper than it probably should be. You find yourself deep beneath the ground." Before going South: if the player is in the forest: say "In the distance, you can see the sun begin to set, and you quicken your pace, not wanting to be caught outside in a strange world once the sun has set. In your rush, you trip and fall into a ditch which is much deeper than it probably should be. You find yourself deep beneath the ground." Before going West: if the player is in the forest: say "In the distance, you can see the sun begin to set, and you quicken your pace, not wanting to be caught outside in a strange world once the sun has set. In your rush, you trip and fall into a ditch which is much deeper than it probably should be. You find yourself deep beneath the ground." Instead of going North: If the player is in the forest: Move player to Mysterious Hole; Otherwise: Continue the action; Instead of going East: If the player is in the forest: Move player to Mysterious Hole; Otherwise: Continue the action; Instead of going South: If the player is in the forest: Move player to Mysterious Hole; Otherwise: Continue the action; Instead of going West: If the player is in the forest: Move player to Mysterious Hole; Otherwise: Continue the action; [Second Forest] The Second Forest is a room. The printed name of the second forest is “Forestâ€. The description is “A dense forest filled with trees and bushes surrounds you, however the lighting in this forest doesn’t seem right. You don’t really know where you are, and you aren’t able to recognize your surrounding. There is no trace of other human beings nearby, but there are the remnants of old paths running through the bushes in all four directions (North, South, East, West).†The unnaturally large trees are objects in the Second Forest. The description is “Tall branches stretch to the sky.†The suspicious paths are scenery in the Second Forest. The description is " There seems to be some run down shrubs down the paths." The unnaturally small bushes are scenery in the Second Forest. The description is “Small shrubs cover the ground, making it hard to see where you’re walking. There are small gaps in the shrubbery to the north, east, south, and west.†Instead of climbing the unnaturally large trees: Move player to the treehouse; Say “You climbed a tree and ended up in a treehouse.†Instead of going Up: If the player is in the second forest: say "You try jumping up in the air, but you soon land back on the ground and realize that you cannot fly."; Otherwise: Continue the action; Instead of going Down: If the player is in the second forest: say "You try to dig a large pit with a stick, but you soon realize you are making no progress."; Otherwise: Continue the action; Before going North: if the player is in the second forest: say "In the distance, you can see the sun begin to set, and you quicken your pace, not wanting to be caught outside in a strange world once the sun has set. In your rush, you trip and fall into a ditch which is much deeper than it probably should be. You find yourself deep beneath the ground." Before going East: if the player is in the second forest: say "In the distance, you can see the sun begin to set, and you quicken your pace, not wanting to be caught outside in a strange world once the sun has set. In your rush, you trip and fall into a ditch which is much deeper than it probably should be. You find yourself deep beneath the ground." Before going South: if the player is in the second forest: say "In the distance, you can see the sun begin to set, and you quicken your pace, not wanting to be caught outside in a strange world once the sun has set. In your rush, you trip and fall into a ditch which is much deeper than it probably should be. You find yourself deep beneath the ground." Before going West: if the player is in the second forest: say "In the distance, you can see the sun begin to set, and you quicken your pace, not wanting to be caught outside in a strange world once the sun has set. In your rush, you trip and fall into a ditch which is much deeper than it probably should be. You find yourself deep beneath the ground." Instead of going North: If the player is in the second forest: Move player to Mysterious Hole; Otherwise: Continue the action; Instead of going East: If the player is in the second forest: Move player to Mysterious Hole; Otherwise: Continue the action; Instead of going South: If the player is in the second forest: Move player to Mysterious Hole; Otherwise: Continue the action; Instead of going West: If the player is in the second forest: Move player to Mysterious Hole; Otherwise: Continue the action; [Treehouse] The treehouse is a room. The description of the tree house is “After climbing up the unusually large tree, you find yourself in what seems to be a treehouse. The treehouse appears to be dim, however you can see something bright on the other side of the treehouse, where there is a glowing Rainbow Chest.†There is a sign in the treehouse. The description of the sign is “In the chest there is a universal key.†There is a unlocked, openable container called the rainbow chest in the treehouse. The description of the rainbow chest is “When you look at the sparkling chest, you find that it is covered with every gem in existence. The rainbow chest also seems to be every color at once and you are amazed at it’s amazingness.†There is a Universal Key in the rainbow chest. The description of the Universal Key is “Not Just A Key, It’s Every Key!†The universal key unlocks the Suspicious Door. The universal key unlocks the Outside Door. The universal key unlocks the Guard Door The universal key unlocks the Sturdy Guard Door. The universal key unlocks the Safe Door Instead of going Down: If the player is in the treehouse: Move player to Second Forest; Otherwise: Continue the action; [Mysterious Hole] The Mysterious Hole is a room. "You seem to have sustained no injuries from the fall. Looking around, you find yourself in a mysterious hole, probably deep underground. The hole would have been an ordinary hole, if it weren’t for its contents.†There is a table in the Mysterious Hole. The description of the table is “The wood of the table looks old and rotten, but it is still standing.†There is a green button on the table. The description of the green button is “Just a normal button, but in EMERALD.†There is a blue button on the table. The description of the blue button is “Just a normal button, but in SAPPHIRE.†There is a red button on the table. The description of the red button is “Just a normal button, but in RUBY.†There is wall in the Mysterious Hole. The description of the ceiling is "There is a glowing, ghastly figure embedded in a nearby wall." The Ghost is a man in the wall. The description is "A ghastly figure, somehow embedded into the wall. Maybe he has some idea of where you are?" The Golden Chest is in the Mysterious Hole. The Golden Chest is a lockable, locked container. The description is “A chest covered with gold. Must be filled with treasures.†The Diamond Chest is in the Golden Chest. The Diamond Chest is a lockable, locked container. The description is “A chest covered with diamonds. Must be filled with treasures.†There is a Prison Key inside the Diamond Chest. The Prison Key unlocks the Iron Door and the Heavy Steel Door. The description is "A key for a prison. Interesting. Might come in handy later." Instead of taking the wall: say “What are you doing, trying to take a wall?†Instead of going Up: If the player is in Mysterious Hole: say "You attempt to jump out of the pit, but you realize that you are too far down and that it is impossible."; Otherwise: Continue the action; Instead of going Down: If the player is in Mysterious Hole: say "The ground beneath you is too hard, and you are unable to find a suitable object to dig into the ground."; Otherwise: Continue the action; Instead of taking the green button: say “Large vine-like grass start growing out of the emerald. You try to untangle yourself, but your efforts are in vain and you are unable to escape. You die.â€; end the game in death. Instead of taking the blue button: If player is in the Mysterious Hole: move player to the Prison Cell; continue the action; Otherwise: say "You found a glittering sapphire! Looks nice."; continue the action. Instead of taking the red button: say “You start to feel heat from emanating from the ruby. Flames erupt from the ruby and fill the entire room. You pass out from the heat.â€; end the game in death. Instead of pushing the green button: If the Golden chest is unlocked: say "The chest is already unlocked."; Otherwise: Now the Golden Chest is unlocked; say "The golden chest is now unlocked." Instead of pushing the red button: If the Golden Chest is open: If the Diamond Chest is unlocked: say "The chest is already unlocked."; Otherwise: now the Diamond Chest is unlocked; say "The diamond chest is now unlocked"; Otherwise: say "Nothing appears to happen. This button seems defective." Instead of pushing the blue button: If the player is in the mysterious hole: If the Golden Chest is unlocked: say "Nothing appears to happen. Maybe you should press this button some more."; Otherwise: say "This obviously isn't working. Why don't you try pressing some other buttons." ; Otherwise: continue the action. Instead of taking the Golden Chest: say "That's a bit heavy. Maybe you shouldn't break your back." Instead of taking the Diamond Chest: say "The diamond chest might look cool, but what are you going to do with a random open chest? You decide to leave the chest alone.†Instead of talking to The Ghost: say "What are you?' you ask.[paragraph break] 'What do you mean, what am I?' the ghost asks. ‘I’m just a ghost’" Instead of asking the Ghost about “green buttonâ€: say "'It’s just a button. Why don’t you try pressing it?' the ghost says.". Instead of asking the Ghost about “red buttonâ€: say "'Why are you asking me about this? I'm dead!' the ghost says.". Instead of asking the Ghost for the blue button: say "'Why are you asking me about the buttons? Just press them until something happens!' the ghost says." Instead of asking the Ghost about “Golden Chestâ€: say "’The chests seem a bit heavy to take, but maybe you could steal the buttons...’ the ghost mutters." Instead of asking the Ghost about “Diamond Chestâ€: say "’The chests seem a bit heavy to take, but maybe you could steal the buttons...’ the ghost mutters." Instead of asking the Ghost about “where we areâ€: say “‘Don’t you know? Pretty much anyone would know where you are.’ the ghost says, taken aback. ‘You’re in the entrance to the secret prison.’†Instead of asking the Ghost about “prisonâ€: say “‘There’s a rumour that there is a teleporter to another world in there’ the ghost says. ‘Maybe that’s where you’re from?’†Instead of asking the Ghost about “secret prisonâ€: say “‘There’s a rumour that there is a teleporter to another world in there’ the ghost says. ‘Maybe that’s where you’re from?’†[Prison Cell] The Prison Cell is a room. The description is "You are in a dark, cramped prison cell in a prison. You seem to be underground as the cell feels damp and cold. There is very little light in the room, however you can make out an iron door on the North side of the room. [paragraph break]You can also barely see a bed and large table in the Prison Cell" The bed is scenery in the Prison Cell. The description is “Just an ordinary bed, bolted in place.†The large table is scenery in the Prison Cell. The description is “Just an ordinary table, with nothing on it.†The Iron Door is a closed, locked door. The Iron door is north of Prison Cell and south of Prison Corridor. The description of the Iron Door is "A heavyset iron door, designed to keep prisoners in their cells. There is a keyhole in the door." Instead of going East: If the player is in the Prison Cell: say "It’s not a good idea to walk into a wall."; Otherwise: Continue the action; Instead of going South: If the player is in the Prison Cell: say "It’s not a good idea to walk into a wall."; Otherwise: Continue the action; Instead of going West: If the player is in the Prison Cell: say "It’s not a good idea to walk into a wall."; Otherwise: Continue the action; Instead of going Up: If the player is in the Prison Cell: say "Trying to walk into ceilings now, I see.â€; Otherwise: Continue the action; Instead of going Down: If the player is in the Prison Cell: say "Do you really want to go back to that mysterious hole you were just in?" ; Otherwise: Continue the action; [Prison Corridor] The Prison Corridor is a room. The Prison Corridor is north of the Iron Door. The description of the Prison Corridor is "You find yourself in what seems to be part of a long corridor, and there are long paths East and West which leads to the Outside Door to the West and the Guard Door to the East." The Outside Door is an open, unlocked door. The Outside Door is east of the Gulag and west of the Prison Corridor. The description is “There is a metal label on the door marked ‘Outside Door’. Perhaps this leads outside.†The Guard Door is a closed, unlocked door. The Guard Door is west of the Guard Room and east of the Prison Corridor. "A sturdy guard door made of metal seems to have been recklessly left unlocked by the guards." The description is “A sturdy door made of metal. Seems the guards are reckless and left the door unlocked.†Instead of going North: If the player is in Prison Corridor: say "It’s not a good idea to walk into a wall."; Otherwise: Continue the action; Instead of going up: If the player is in Prison Corridor: say "You try to jump up in an attempt to find a ladder or an exit, but you discover none."; Otherwise: Continue the action; Instead of going down: If the player is in Prison Corridor: say "Do you really want to go back to that mysterious hole?"; Otherwise: Continue the action; Instead of going west: If the player is in Prison Corridor: say "You suddenly find yourself outside. You are temporarily blinded by the sudden, blazing light, however you soon recover your vision. With a start, you realize that the door you had just come through has slammed shut behind you."; Continue the action; Otherwise: Continue the action. Instead of going east: If the player is in the Prison Corridor: If the Guard Door is closed: Say “Walking into doors is a bad idea.â€; Otherwise: Continue the action; Otherwise: Continue the action; After going west from the Prison Corridor: now the Outside Door is closed; now the Outside Door is locked; Continue the action; [The Gulag] The Gulag is a room. The Gulag is west of the Outside Door. The description of the Gulag is “You are greeted by the sound of a soldier shouting ‘кто Ñ‚Ñ‹?’ He appears to be shouting in Russian. [paragraph break]As you look around, you see that the area is fenced on all sides, and there appear to be guard towers all around you. In the distance to the west, you can see a large group of people, all centered around one man. You can’t quite make out the man, but you can see that he has a prominent mustache and appears to be of high rank.†Head Guard is a man in the Gulag. The description of the Head Guard is “The head guard stops in front of you, as if waiting for you to explain yourself." Instead of talking to the Head Guard: say "'How did you get here?' the head guard asks. 'If you give me the blue button which brought you here then I'll let you out of this place.' the head guard states." Instead of giving the blue button to the Head Guard: if player is in the Gulag: say "'Thank you,' the head guard says. 'Now get out of here.' The head guard then gives the blue button back to you"; move player to the second forest. Instead of going North: If the player is in Gulag: say "You walk South, towards the fence. The guards shout ‘ОÑтановиÑÑŒ прÑмо там!’ but you continue moving towards the fence. The guards think that you are trying to escape and shoot you."; end the game in death; otherwise: continue the action. Instead of going South: If the player is in Gulag: say "You walk South, towards the fence. The guards shout ‘ОÑтановиÑÑŒ прÑмо там!’ but you continue moving towards the fence. The guards think that you are trying to escape and shoot you."; end the game in death; otherwise: continue the action. Instead of going West: If the player is in Gulag: say "You walk West, towards the fence. The guards shout ‘ОÑтановиÑÑŒ прÑмо там!’ but you continue moving towards the fence. The guards think that you are trying to escape and shoot you."; end the game in death; otherwise: continue the action. Instead of going East: If the player is in Gulag: say "You walk East, towards the fence. The guards shout ‘ОÑтановиÑÑŒ прÑмо там!’ but you continue moving towards the fence. The guards think that you are trying to escape and shoot you."; end the game in death; otherwise: continue the action. [The Guard Room] The Guard Room is a room. The Guard Room is east of the Guard Door. The description of the Guard Room is “You appear to have entered a Guard Room for the facility that you are in, however there appears to be no guards around. They are all probably deployed elsewhere, most likely due to a big and important event. In the room you can see weapon racks lining the walls. To the North you can see heavy, reinforced, steel door. You wonder what could be behind such a secure door.†The Heavy Steel Door is a closed, locked door. The Heavy Steel Door is north of the Guard Room and south of the Safe Room. The description of the Heavy Steel Door is “This heavy, reinforced, steel door must lead to something important." Instead of going south: If the player is in the Guard Room: Say “Walking into the weapons rack can be dangerous.â€; Otherwise: Continue the action. [The Safe Room] The Safe Room is a room. The Safe Room is north of the Heavy Steel Door. The description of the Safe Room is “This room appears to be a connecting room to a massive safe. To the North you can see a massive safe door. There must definitely be something really important behind that door.†The Safe Door is a closed, locked door. The Safe Door is north of the Safe Room and south of the Experiment Room. The description of the Safe Door is “A huge circular door made of solid metal. The door has a single combination dial, as well as with a keyhole in it.†[The Experiment Room] The Experiment Room is a room. The Experiment Room is north of the Safe Door. The description of the Experiment Room is “In the Experiment Room there are numerous experiments, however, what catches your eye is the giant, exotic machine in the middle of the room. It appears to be some sort of teleporter.†The Teleporter is a device in the Experiment Room. The description of the Teleporter is “A massive and alien machine, the teleporter appears to be off right now. Who knows where it might take, you, but you hope it will take you back home.†Carry out switching on Teleporter: Move player to Home; After switching on Teleporter: End the game in victory. [Home] Home is a room. The description of Home is “There is a sudden rush of air and a bright flash, and you realize that your surroundings have changed. The familiar environment and surroundings confuse you for a moment. However, with a start, you realize you are home!†[Second Prison Corridor] The Second Prison Corridor is a room. The printed name of the Second Prison Corridor is “Prison Corridorâ€. The description of the Second Prison Corridor is "You find yourself in what seems to be part of a long corridor, and there are long paths West and East which leads to the Suspicious Door to the East and the Sturdy Guard Door to the West." The Suspicious Door is an open, unlocked door. The Suspicious Door is west of the Second Gulag and east of the Second Prison Corridor. The description is “There is a metal label on the door marked ‘Outside Door’. Perhaps this leads outside.†The SturdyGuardDoor is a closed, unlocked door. The SturdyGuardDoor is east of the Guard Room and west of the Second Prison Corridor. The printed name is "Sturdy Guard Door". The description is “The Sturdy Guard Door is a rusty, but still sturdy door made of iron. However, it seems that the door has been recklessly left unlocked by the guards.†Instead of going North: If the player is in Second Prison Corridor: say "It’s not a good idea to walk into a wall."; Otherwise: Continue the action; Instead of going up: If the player is in Second Prison Corridor: say "You try to jump up in an attempt to find a ladder or an exit, but you discover none."; Otherwise: Continue the action; Instead of going down: If the player is in Second Prison Corridor: say "You really want to go back to that Mysterious Hole don’t you?"; Otherwise: Continue the action; Instead of going east: If the player is in Second Prison Corridor: say "You suddenly find yourself outside. You are temporarily blinded by the sudden, blazing, light, however soon you come to your sense. With a start, you realize that the door you had just come through has slammed shut behind you."; Continue the action; Otherwise: Continue the action. Instead of going west: If the player is in the Second Prison Corridor: If the Sturdy Guard Door is closed: Say “Walking into doors is a bad idea.â€; Otherwise: Continue the action; Otherwise: Continue the action; After going east from the Second Prison Corridor: now the Outside Door is closed; now the Outside Door is locked; Continue the action; [The Second Gulag] The Second Gulag is a room. The printed name of the Second Gulag is “Gulagâ€. The Second Gulag is east of the Suspicious Door. The description of the Second Gulag is “You are greeted by the sound of a soldier shouting ‘кто Ñ‚Ñ‹?’ He appears to be shouting in Russian. [paragraph break]As you look around, you see that the area is fenced on all sides, and there appear to be guard towers all around you. In the distance to the west, you can see a large group of people, all centered around one man. You can’t quite make out the man, but you can see that he has a prominent mustache and appears to be of high rank.†Supreme Commander is a man in the Second Gulag. The description of the Supreme Commander is “Supreme Commander stops in front of you, as if waiting for you to explain yourself." Instead of talking to the Supreme Commander: say "'How did you get here?' the head guard asks. 'Ñ‚Ñ‹ умрешь.' Supreme Commander yells." Instead of going North: If the player is in Second Gulag: say "You walk South, towards the fence. The guards shout ‘ОÑтановиÑÑŒ прÑмо там!’ but you continue moving towards the fence. The guards think that you are trying to escape and shoot you."; end the game in death; otherwise: continue the action. Instead of going South: If the player is in Second Gulag: say "You walk South, towards the fence. The guards shout ‘ОÑтановиÑÑŒ прÑмо там!’ but you continue moving towards the fence. The guards think that you are trying to escape and shoot you."; end the game in death; otherwise: continue the action. Instead of going West: If the player is in Second Gulag: say "You walk West, towards the fence. The guards shout ‘ОÑтановиÑÑŒ прÑмо там!’ but you continue moving towards the fence. The guards think that you are trying to escape and shoot you."; end the game in death; otherwise: continue the action. Instead of going East: If the player is in Second Gulag: say "You walk East, towards the fence. The guards shout ‘ОÑтановиÑÑŒ прÑмо там!’ but you continue moving towards the fence. The guards think that you are trying to escape and shoot you."; end the game in death; Otherwise: Continue the action.