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Operation Black Cobra
by
Yael Goldstein
Played 1,445 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The display banner rule is not listed in the startup rulebook. When play begins, say " [ banner text ] [ line break] The night sweeps through the streets, engulfing a lone shadow in the darkness. The figure silently stalks its victim, slowly waiting to strike. An amused smile played across his face. He knew this was going to be too easy. The man unsheathed a deadly blade which served as the only light in the dark. Stealthily and silently he lashed out. A stifled scream rang out into the night . The code was now his. There was nothing they could do to stop him. Then he ran into the inky blackness of the night. Operation Black Cobra is in action." The player carries The Cobra Code. The player wears alack bullet proof vest and all black clothing. The City is a region. buildings, streets and the sky are backdrops in The City. Every turn rule: if the location is in The City: if the player has been in the location for exactly 12 turns: say " Policemen and S.W.A.T cars appear in the alley surrounding you. 'Son, we can't have a menace like you in the streets.' Backing into a wall you know you are trapped. You can't let them have the code. You can't let anyone know except the boss. You eat the code and then shoot yourself. Good night agent, you failed."; end the story. Dark Alley is a room in The City. East of the Dark Alley is Main Street. South of the Dark Alley is Delila Circle. The description of Dark Alley is "A dim street light stands alone wilting slightly as if someone who was slightly senile decided to take his anger out on it. A few toppled trash cans are strewn in a misshapen squiggle where raccoon's are greedily squirming through it. Their faces covered in dirty banana peels and worn out socks which lay in the middle of the alley . The Alley is between two streets, one to the east and one to the south. Sirens are wailing in the distance and you know that the boss won't be satisfied until you come back alive with the code." The toppled trash cans is a container in the dark alley. Garbage is in the trash cans. The description of garbage is "A trash digger. Gee whiz you are starting to act like Fred who was your favorite pig on your old hog farm. Man what happened to the good days when you had a family. [italic type] sigh [ roman type]. Madeline. You miss her a lot right now." Doritos bags is an object in the trash cans. The description of doritos bags is "Covered in nacho cheese dust, the cover promises you a lie. Since when were Doritos good?" The description of the trash cans is "overflowing with plastic Doritos bags and cigarette butts, this isn't the most charming sight." Main Street is a room. Some Raccoons are animals in the dark alley. The description of some raccoons is " with their backs to you, you can only see their cute bushy tails which swish with greed. Noses buried in the putrid trash you don't think you will ever see their faces." The street light is scenery in the dark alley. The description of the street light is " The street light is so dim that you wonder why someone even made it. Especially since no one hangs out here. Right?..." Cigarette butts is an object in the trash cans. The description of cigarette butts is " Utterly disgusted by their presence, you can smell that these killing machines are fresh because they still reek of tobacco and nicotine. Someone was here not long ago." Main Street is in the city. The description of Main Street is " A long dark street winds through the city. In the distance you can hear sirens wailing. They are coming toward you. You know that the police are on your tail. You silently scold yourself for going the wrong way. There is a dark street to the south though the Dark Alley looks promising." Adelaide Boulevard is a room. Adelaide Boulevard is south of Main Street. Adelaide Boulevard is in the city. The description of Adelaide Boulevard is " Large buildings soar into the sky , casting ginormous shadows ,providing great cover. A worn sofa lies in the middle of the dark street. Puke green cushions line the unstable frame. An abandoned parking lot lies to the west. A rusted gate is surprisingly locked preventing you from getting in. A broken down car is the only thing inhabiting the lot. The door swings back in forth in the wind. You see a glimmer of something shiny in there. Maybe something as an unexpected reward...." Abandoned Lot is a room. The abandoned lot is in the city. The Rusted Gate is a scenery door. It is west of Adelaide Boulevard and east of Abandoned Lot. The Rusted Gate is locked. The Rusted key unlocks The Rusted Gate. It is in The Sofa. The Sofa is in Adelaide Boulevard. It is closed and openable. The description of The Sofa is " The sofa reeks of a musty smell and the only pattern on it is multiple stains. A large black and red X looks like it was hastily painted onto it. A glimmer of silver peeks out from the ripped cushions! " The description of The Rusted key is " Rust covers the once pure silver showing hints of its mysterious past. A small note is attached that catches your eyes. It reads ' You got it. Now find me at the base.' As you finish your note, you can see a long lock of hair disappear in to the network of streets." The Abandoned lot is in the city. The description of The Abandoned lot is "A thick layer of dust carpets the uneven cement. An old taxi is sitting in the middle, covered in thick cobwebs. A rusted yellow door sways back and forth in the wind ." The Taxi is an openable closed container. The description of The Taxi is " A faint yellow paint coats the the dented metal. Its leather seats are torn and a musty smell adds to its repulsive appearance . A crudely painted black and red X adorns the cracked window." Before opening The Taxi, move The small metal object to the taxi. The Taxi is in The Abandoned lot. The small metal object is a container. It is closed. The description of the small metal object is " Slightly rusted, the small metal object looks like a tube and is tinted a bloody shade of red. There are strange markings on it that seem to not fit any of the languages you know. This could be important and somebody must have fought for it. This could be a message." West of The Abandoned lot is Delila Circle. Delila Circle is a room. Delila Circle is in the city. The description of Delila Circle is "A small clump of tiny apartments are resting on the edge of the city.There is an abandoned lot to the east. Beyond Delia circle ( to the west) is a dark foreboding forest. Your choice. You know that you have to move before time runs out and you are caught. Though there is no visible way past the tightly packed apartments you see a small little road to the west leading into the the hulking trees. Your perfect escape route. Somehow , you feel you are not alone. Being trailed is not something the boss would be pleased with." The Foreboding Forest is a room. That is in the shadow region. Trees, grass and the sky is in the forest region. The Foreboding Forest is west of Delila Circle. The description of The Foreboding Forest is " You run around blindly, trying to make your way through the fog. Large oak trees loom over you causing hulking shadows to cast over the rough terrain. A small light gleams in the distance yet you can't really tell which way to go. Try some directions maybe? Siuth, West or north your choice. Also you know that if something happens you can always come back here." The Dirt Path is south of The Foreboding Forest. The description of The Dirt Path is " A winding dirt path leads to a rickety stairway so that if you step too hard, it is possible you might fall through. At the top of the stairs to the east, you see a steel locked door that gleams in the utter darkness. There is a chest in front of you." The chest is a container in the dirt path. It is openable and closed. The Iron Key is an object in the chest. The Iron Key unlocks the Iron Door. The iron door is a locked door. It is east of the Dirt Path and west of the clearing. The Black trail is west of the Foreboding Forest. The description of the black trail is "An eerie blackness continues to engulf you in it's never ending grasp. The trees sway in the dancing breeze, the leaves chanting their windy song. The path continues to the west." The great oak tree is an openable closed container in The Black Trail. The initial appearance of the oak tree is "You can see a great oak tree here surrounded by a mass of regular spruce trees." The description of the great oak tree is " The long branches tangle into mass web while the roots lead into the rich dark soil. There is a mass of fallen leaves surrounding you and there is an owl hole inside the tree." The Mystical Salami is in the great oak tree. The description of the Mystical Salami is "You wonder why a piece of kosher Salami is in an oak tree. There is a note embedded in it saying 'think'." The Wolf Den is west of The Black Trail. Instead of opening the great oak tree: say "You peer through the hole in the great oak tree. You see a strange slab of meat. You look down and see it is a piece of mystical kosher salami. You reach down and pick it up."; move mystical salami to player. The description of The Wolf Den is " A pack of sleek, grey wolves lay in a semi circle surrounding you. As you try to step around them quietly, one eye after another opens. Before you know it, the wolves, every single one, is wide awake and you know you've got to do something." Some wolves are animals in the wolf den. North of the Wolf den is the clearing. An every turn rule: if player is in location of wolves: if player holds mystical salami: say " The largest of the wolves cautiously stalks toward you eyeing the salami you hold. You suddenly know why you have such a weird object. ' the wolves!' you mumble. moving slowly toward the wolves, you hold the kosher deli meat out for the large wolf to sniff. Then you back away and hurl the salami as far away from you as you can. All the wolves run towards the mysterious meat and fight each other greedily for a taste. A path leads north and this is your chance. You run."; remove mystical salami from play; remove wolves from play; otherwise: say " A growl erupts from the pack and they start slowly towards you."; . every turn: If the player has been in the location of the wolves exactly two turns: say " The wolves creep toward you eyeing you hungrily. Oopsy daisy. Guess if there's a next time you'll have to search a little harder! The wolves all attack you at once ripping you to shreds. Good night agent. You've failed."; end the story. The Vacated Mine Shaft is north of The Foreboding Forest. The description of The Vacated Mine Shaft is " The dark mouth of the cave seems hardly inviting. Though it sends shivers up your spine, you think 'well it can't hurt to look' and that's when you notice the a tiny hole leading [bold type] down [ roman type]." The Railway is down from the vacated mine shaft. The description of the Railway is " Holy crap it's dark. REALLY dark. So dark you can't see a thing. It's as silent as night until you hear a crash and then cliche evil laughter. You've trained for this, after all you are a secret agent. But where is this thing?" The Shadow Monster is an animal in the Railway. The railway is dark. every turn rule: If the player has been in the location of the shadow monster for exactly two turns: say "BANG. CRASH. BOOM. Uh Oh... Well, on the bright side you finally know you're not alone. But on the dark side.... that thing knows he's not alone either. ' There's got to be something here' you mumble. Some clue at least.... Try some directions maybe. A shadowy place to the east seems like your best option". every turn rule: If the player has been in the location of the shadow monster for exactly three turns: say " A figure in the darkness leaps at you and extends his claws. Good night agent. You've failed."; end the story. The secret door is east of the railway and west of the ladder room. The description of the ladder room is " Wow there's actually light! Nice change. And there's an actually an live man! No wait.... you spoke to soon. The man is dead and there is a bloody sign hanging tightly around his neck. Since his face has a pale purple sheen you guess that he was most likely strangled by the sign. Are you next though?" The dead man is a person in the ladder room. The description of the dead man is " Just your regular Joe Shmoe. Except this guy's dead. It doesn't look accidental either. You try to convince yourself that he possibly committed suicide yet you know it's a lost cause." The Sign is scenery in the ladder room. The description of the sign is " The sign reads' [bold type] Tread further if you dare... [roman type].'" The Clearing is above the ladder room. The description of the clearing is "A beautiful grassy meadow meets your eyes and you kiss the ground in relief. A little purple butterfly flits between your eyes and settles on your nose. You look at the deer and try to get closer to examine them." The purple butterfly is an animal in the clearing. The description of the purple butterfly is " Cute! You look cross eyed at the lil' thing." Deer are animals in the clearing. The description of deer is " Sweet little things aren't they. Their fur coats gleam in the sunshine. ' Papa Papa!' A little red haired girl grabs your hand and pulls you. Could it be? Maddie? Your daughter? tears roll down your eyes and you grasp her hand back. Then she disappeared and a man in a dark hood replaces her innocent face. ' Stop or we shall kill her. Tread no further.' The hologram disappears. Guess now you have 3 missions. Get Madeline, deliver the code, and survive. Stairs to the north seem to be your only way out of this pretty clearing." The Golden Stairs are north of the clearing. The description of the golden stairs is " You feel like Dorothy as you trot up the stairs. There is an odd Greek temple at the top in perfect shape. So north we go again! Weird finding one of these in the outskirts of a city. Perhaps this is where the boss is. Or where Madeline is held." The Greek Temple is north of the golden stairs. The description of the Greek temple is "An Altar is in the middle of the great room, a blazing fire in the middle. Oddly enough the fire is green. You hear it calling you. You run to it. Now all you need to do is jump." The dim corridor is a room. The description of the dim corridor is "A shaky light provides light to a small door to the east." Instead of jumping in Greek temple, now the player is in dim corridor. The small door is east of the dim corridor and west of the room of doors. The description of the room of doors is "There are two doors in the room. One to the north, and one to the east. In one it requires a key card, the other requires a little metal object. Hmm.. check your inventory maybe. Hey there is that cobra key.."