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The Uncharted Island [FINAL]
by
stanley
Played 214 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The player is wearing a tank top, a pair of sweatpants, a torn parka, and a pair of black socks. when play begins: say "[italic type] You wake up on the side of the beach gasping for air and cough out seawater, presumably washed up on shore as you see a wet plank of wood sitting underneath you. You can't recall the events of last night, all you remember is hearing the loud sirens and panicked screams as you passed out. You see a figure in the distance approaching you but can't make much of it. He notices you're awake and begins approaching you. He starts acting all chummy as he offers you some coconuts from the nearby trees, but you can't recall who he is as you take a sip of sweet coconut water. Then it dawns on you that you can't seem to recall anything, not even your own name!" The Beach is a room. The coconut is in the Beach. The description of the coconut is "a large, nut-like fruit with a hard shell that grows high in trees." Instead of eating the coconut when the player is not carrying the dagger, say "You can't eat nor drink it without opening it." The coconut is edible. After eating the coconut when the player is carrying the dagger, say "You hack open the top of the coconut, revealing the plump white meat and sweet coconut juice which you devour in seconds." The Crash Site is a room. “You see two large white and blue metal structures in the distance. When you approach the structure it becomes evident that you see the remnants of a plane crash. It seems like the plane imploded as the plane no longer holds its structure and you see a large gaping hole on the side of the plane. Additionally, you see the edge of what seems to be a crowbar sticking out of the hot sands and an emergency box next to it.” The Crash Site is northwest of The Beach. The Beach is southeast of The Crash Site. The crowbar is in the Crash Site. The description of the crowbar is " A shiny fully iron crowbar with one end for pulling nails that are flush or prying things open and the other end works as a lever." The emergency box is in the Crash Site. The emergency box is a closed locked container. The description of the emergency box is "A medium-sized red container with reflective writing saying emergency preparedness in bold with a white cross underneath". The crowbar unlocks the emergency box. After opening the emergency box, say "You shove the crowbar into the slightest visible gap of the emergency box and pry open the lock revealing a medkit, an empty flare gun, and a dagger." The medkit is in the emergency box. The dagger is in the emergency box. The flare gun is in the emergency box. The Farm is a room. The Farm is north of The Beach. The Beach is south of The Farm. The Farm is east of The Crash Site. The Crash Site is west of The Farm. The wooden door is a closed door. The description of the wooden door is “An old wooden door with a rusty brass knob and a broken lock”. The wooden door is north of The Farm. The Farm is south of The wooden door. The Windmill is a room. The Windmill is north of The wooden door. The wooden door is south of The Windmill. The wire cutters are in the Windmill. Understand “wire cutter” as wire cutters. The description of the wire cutters is “An industrial grade wire cutter capable of cutting through strong but thin objects. It would be a shame if I stuck my finger in there.” The farmer's boots are in the Windmill. Understand “boots” as farmer's boots. The description of the farmer’s boots is “ Plain old boots that cover up to your shins and can provide extra grip in rough terrains. It also comes equipped with fur.” The farmer's boots are wearable. The hay bales is a closed locked door. The hay bales is north of The Windmill. The Windmill is south of the hay bales. The dagger unlocks the hay bales. The Barn is a room. The Barn is north of the hay bales. The hay bales is south of the Barn. The stale bread is in the Barn. The vodka is in the Barn. The shell is in the Barn. The description of the shell is “ A small red hollow metal structure with a solid base and flat head, kinda looks like a shotgun bullet but empty..” The vodka is edible. Instead of eating stale bread, say " I don't think eating this is the best idea." The Forest is a room. The Forest is east of The Farm. The Farm is west of The Forest. The Rolling Hills is a room. The Rolling Hills is northeast of The Farm. The Farm is southwest of The Rolling Hills. The Rolling Hills is north of The Forest. The Forest is south of The Rolling Hills. The Deep Forest is a room. The Deep Forest is east of The Rolling Hills. The Rolling Hills is west of The Deep Forest. The Deep Forest is northeast of The Forest. The Forest is southwest of The Deep Forest. The winter jacket is in the Deep Forest. The winter jacket is wearable. The Mountain Outpost is a room. The Mountain Outpost is northeast of The Deep Forest. The Deep Forest is southwest of The Mountain Outpost. The radio is in the Mountain Outpost. The climbing gear is in the Mountain Outpost. The climbing gear is wearable. The Peak is a room. The Peak is up from The Mountain Outpost. The Mountain Outpost is down from The Peak. The Green Cliffs is a room. The Green Cliffs is east of The Forest. The Forest is east of the Green Cliffs. The Green Cliffs is south of The Deep Forest. The Deep Forest is north of The Green Cliffs. The Green Cliffs are southeast of The Rolling Hills. The Rolling Hills are northwest of The Green Cliffs. The wire gate is a closed locked door. The wire cutters unlocks wire gate. The wire gate is southeast of The Green Cliffs. The Green Cliffs is northwest of The wire gate. The Abandoned Facility is a room. The description of the Abandoned Facility is “You enter the building and realize that this isn’t a regular building, it’s a warehouse! You smell the scent of a new car and tons of chemicals. There must be supplies lying around somewhere! As you explore more into the facility, you notice the US flag everywhere but can’t find a thing! It seems like the person before you must’ve taken everything. You can’t help but to notice the weird engravings on the walls. As you scrutinize it further you realize, the engravings reveal a map of the place with three floors, a rooftop, a basement and this floor, although the basement floor is crossed out for some reason… As you search further you find the stairs to the roof but it seems like the metal door to the roof requires a keycard. However, when you find the basement floor you smell a putrid smell of death and see a trail of coagulated blood running down the stairs… You connect the pieces together and start to realize that this isn’t a regular warehouse but an abandoned government facility.”The wire gate is northwest of The Abandoned Facility. The Abandoned Facility is southeast of The wire gate. The metal door is a closed locked door. The access card unlocks metal door. The metal door is up from The Abandoned Facility. The Roof is a room. The Roof is up from The metal door. The metal door is down from The Roof. The teleporter is a device in the Roof. It is fixed in place. Carry out switching on the teleporter: move player to Beach. The Secret Laboratory Entrance is a room. The Secret Laboratory Entrance is down from The Abandoned Facility. The Abandoned Facility is up from The Secret Laboratory Entrance. The Main Hall is a room. The description of the Main Hall is “You enter the dim carpeted hallway to see a light switch, an ominous black door to your East and an armoury at the end of the hall. Unfortunately, you also notice that the trail of blood leads to the armoury.” The Main Hall is north of The Secret Laboratory Entrance. The Secret Laboratory Entrance is south of The Main Hall. The light switch is a device in the Main Hall. The light switch is fixed in place. The light is switched on. Carry out switching off the light switch: now the lab is dark. Carry out switching on the light switch: now the lab is lighted. The black door is a closed door. The black door is east of The Main Hall. The Main Hall is west of The black door. The Lab is a room. The black door is west of The Lab. The Lab is east of the black door. The lab workbench is in The Lab. The locker is in the Lab. The description of the locker is “A navy blue metal locker.” The lab workbench is fixed in place. The description of the lab workbench is “A matte black metal lab workbench with a gas shut off valve and a microscope.”The microscope is a part of The lab workbench. The description of the microscope is “A white microscope with no working lenses.”On the lab workbench are a beaker stand and a lab journal. The description of the beaker stand is “A stand that holds up to 12 beakers.”The description of the lab journal is " a regular lab journal, edition #343." The locker is fixed in place. The locker is a closed openable container. In the locker is a is a book. The description of the book is "A blue book with gold writing kept in mint condition titled: Room 604." The Armoury is a room. The description of the Armoury is “As you enter the armoury, you notice that the walls are made of metal. A metal desk with three drawers lies on the left side of the armoury, perpendicular to the giant vaulted door in your north. There also seems to be a dusty keypad to the right of the vaulted door with a sticky note saying: alarm has been disabled until further notice -technician, seems like no one even attempted to open this vault....”The Armoury is north of The Main Hall. The Main Hall is south of The Armoury. The desk is in The Armoury. The desk is fixed in place. The description of the desk is "An ordinary metal desk with three drawers colored from left to right: black, blue and red." The black drawer is part of the desk. The black drawer is a closed openable container. In the black drawer is a lockpick. The description of the lockpick is “A tool for opening simple locks.”The red drawer is part of the desk. The red drawer is a closed openable container. In the red drawer is a note. The description of the note is "a note reading 499 tacos with a cool drawing of one next to it in red ink, it starts to make you feel hungry..." The blue drawer is part of the desk. The blue drawer is a closed locked container. The crowbar unlocks the blue drawer. In the blue drawer is a pistol. The description of the pistol is “It seems to be rendered unoperable due to not having a slider.” The vaulted door is a closed locked door. The vaulted door is north of the Armoury. The Armoury is south of the vaulted door. The Vault is a room. The description of the Vault is “You enter the cold metal vault to see empty file racks and a single safe in the middle, what a disappointment… Although slightly less rancid than the other rooms down here.”The Vault is north of the vaulted door. The vaulted door is south of the Vault. The safe is in The Vault. The safe is fixed in place. The safe is a closed locked container. The lockpick unlocks the safe. In the safe is an access card and black powder. The description of the access card is “A white keycard with a big yellow-green stripe on the top. There is text on the white part saying: ‘Facility Personnel-L3 clearance-Major Scientist Card’.” The description of the black powder is “A mysterious black powder.” The keypad is in the Armoury. “A keypad with 10 numbers from 0-9 and 9, 7-segment LED displays.”. It is fixed in place. Instead of examining the keypad: Now the command prompt is “Enter Password >>”. After reading a command when the command prompt is "Enter Password >>": If the player's command matches "343499604": say "The keypad panel flashes green three times and you hear mechanical whirring and clunking followed by the vaulted door opening up slowly"; Now vaulted door is open; Now the command prompt is ">"; Otherwise: say "The keypad panel flashes red and makes a loud beep noise”; now the command prompt is "Re-Enter Password >>". The red flare is a thing. Understand "flare" as red flare. The description of the red flare is “A small red metal structure with a solid base and flat head, kinda looks like a shotgun bullet…” Combining it with is an action applying to two things. Understand "combine [something] with [something]" as combining it with. After combining the shell with black powder: say "You open up the red casing and pour a generous amount of the unknown powder into it, you have successfully made a flare"; remove the black powder from play; remove the shell from play; now Player has red flare. The loaded flare gun is a thing. The description of the loaded flare gun is “The flare gun is now loaded, find the best place to shoot it. You only have one chance at this, don’t mess it up.” After combining the flare gun with the red flare: say "You load the flare gun with the flare, now you can shoot it"; remove the flare gun from play; remove the red flare from play; now Player has loaded flare gun.