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The 1997 Experiment of Dr Dysnomia
by
ZAP
Played 251 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"The 1997 Experiment of Dr Dysnomia" mysterious-object-unrolled is a truth state that varies. mysterious-object-unrolled is false. first-time-looked-Floor2 is a truth state that varies. first-time-looked-Floor2 is false. already-balix is a truth state that varies. already-balix is false. Elevator_Floor1 is a room. "Only darkness has the nerve to dwell in places like these." After looking in Elevator_Floor1 for the first time: say "Soil seeps through the crevices in the corners, this elevator reminds you of a corpse. An indescribable eeriness fills the space around you, accompanied by a persistent static hum, barely noticeable yet impossible to ignore. How did you end up here? Walls bind you to the East, South, and West. To the North lies your elevator door. Above, the elevator shaft continues to the higher, unseen floors. You notice an ominous scroll, lingering seemingly out of place lying on the grey scaled floor beneath you." The scroll is in Elevator_Floor1. The description of the scroll is "The scroll looks as ancient as the elevator interior, its edges frayed and the ink faded. Unrolling it may reveal secrets long forgotten." Unrolling is an action applying to one thing. Understand "unroll [something]" as unrolling. Understand "open [something]" as unrolling. Instead of opening the scroll: try unrolling the scroll; Instead of opening the mysterious object: try unrolling the mysterious object; Check unrolling something: if the noun is not the scroll and the noun is not the mysterious object, say "That's not something you can unroll." instead; if the player does not carry the noun, say "You need to pick up the object before you can unroll it." instead. Carry out unrolling the scroll: say "Cautiously unrolling the scroll, you see bundles of words, scribbled hastily with blood: ⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧ Run, Please escape and let the world know so he can be annihilated. I'm begging you. I'm about to die. These are my final words, in service of a sliver of hope that a future subject would see this. Your eye twitches, and a single bead of sweat seeps out of your forehead as you read on. You have been kidnapped and woken in what he calls My Sweet Chamber. You are now the current subject of his experiments... Hehheh.. haHA .. HAH AHAH.... Goodbye... ⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧⌧"; Rule for writing a paragraph about the scroll: say ""; Elevator_Floor2 is above Elevator_Floor1. "Another hollow elevator room. You attempt a deep breath but get interrupted by the rusted odour. Again there is a heavy, ominous door to the North." Elevator_Floor3 is above Elevator_Floor2. "Much like the others. It feels as if this elevator is designed to flood you with apprehension." Elevator_Floor4 is above Elevator_Floor3. "Once again, an identical copy of all the other elevator rooms. And that hum is still running. Is there an end to this hell hole?" Elevator_Floor5 is above Elevator_Floor4. "This one feels different than the rest. The familiar smell of air teases your nose, as you instinctively look up." There is Balix. The description of Balix is "An enigmatic artefact shimmering with latent power." Floor1_Lobby is north of Elevator_Floor1. "Only tiny portions of the floor peek out beneath the carcasses. Men. Women. Children. Elders. All dead, completely ravaged inside and out. Accompanying this undersized floor are broken down vending machines and a few eerie dirt-covered chairs. The only light source, a dim single bulb hanging from the low ceiling." Mysterious object is an object in Floor1_Lobby. The description of Mysterious object is "Closely inspecting, it seems to be a piece of old rolled up paper, what could lie inside?"; Instead of examining the scroll when the player is in Floor1_Lobby: say "Squinting your eyes to examine the scroll, you see something else. Amid your peripheral vision you notice something in the midst of the darkness, nestled away in the corner of this morbid room. Your curiosity rises despite the fear you feel, what is this mysterious object?"; Rule for writing a paragraph about Mysterious object: say ""; Carry out unrolling Mysterious object: now mysterious-object-unrolled is true; say "As you slowly unravel the aged paper, something to the likes of a riddle emerges, left by a man long ago. -----------------------LABYRINTH GUIDE---------------------- Begin by marching once where day fades into night, Twice ascend where north stars shine bright. Seek the sun dawn just once to see, Then again to the north star will you please. Travel thrice to the sunset west, Then four times descend where all things end."; Floor2_Labyrinth is north of Elevator_Floor2. After looking in Floor2_Labyrinth: if first-time-looked-Floor2 is false, say "You carefully nudge the elevator door just enough to peak inside. This floor isn't a floor at all... it's a... what is it? The only thing visible is what seems like a metal hole, or tunnel, leading... to a turn. You step right, trying to angle yourself in a way to see where the tunnel leads, but end up with more silver tunnel in your eye. Surprisingly, the material of the metal doesn't appear rusted, dirted, or ancient. It seems industrious, like it was pulled straight out of a modern factory. Randomly on the metal are yellow and black caution tape, the same ones used in police investigations. The tunnel... it's also tiny enough to restrict entry, north, to a crawl."; otherwise say "The only thing visible is what seems like a metal hole, or tunnel. It's tiny enough to restrict entry north to a crawl."; now first-time-looked-Floor2 is true. 1A is north of Floor2_Labyrinth. After looking in 1A: if mysterious-object-unrolled is false, say "Slowly bending down to all fours, you creep into the metal tunnel. It is not rusted like the rest, it is industrial and shiny and smooth with the exception of a few bumps. The tunnel continues north, with a branch to the west."; otherwise say "Slowly bending down to all fours, you creep into the odd tunnel. Strangely, A sudden epiphany emerges in your mind, a sense that a riddle you saw has some connection here..."; 2A is north of 1A. After looking in 2A: if mysterious-object-unrolled is false, say "A dead end, you begin realising what you are in."; otherwise say "You run into a dead end, still trying to figure out what direction the riddle wants you to go in." 1B is west of 1A. After looking in 1B: if mysterious-object-unrolled is false, say "Still cautious, you rotate left and inch forward, detesting the banging sound that echoes through the silence which your hands and feet make. You see the tunnel continue to the west. Turning right, you also notice an option in this direction, north."; otherwise say "Begin by marching once where day fades into night... you just marched once west... yes... yes. You think back to the riddle knitted in the lonely paper, and the person who dispersed the clue. Grievance wells up as you acknowledge what inevitably happened to that man. You whisper a token of thanks as you carry on, riddle in hand."; 1C is west of 1B. "Crawling in, you immediately rub your eyes, then check your brain. Wasn't this only real in video games? This corridor of the maze is smaller than the rest, and sitting at the very edge, sits an ancient treasure chest. The decision is obvious, it must hold something crucial." The doubloon is in the chest. The chest is a fixed in place closed openable container in 1C. The description is "A video-game like ancient chest, are these really real? Your curiosity peaks, I should examine this." Rule for writing a paragraph about the chest: say ""; Instead of examining the chest: say "Your cautiousness is stripped away from you. With gleaming eyes, you speed-crawl toward the chest and take a brief inspection. Dust, dirt, wood, shine."; Instead of taking the doubloon: say "You slowly reach your hand to the lid, and pray for something that can get you out of here. Prayers were answered. Inside, there is a luminous gold doubloon. After a moment's examination, you snatch it and put it in your pocket."; now the player carries the doubloon; 2B is north of 1B. After looking in 2B: if mysterious-object-unrolled is false, say "As you crawl forward a sudden realisation hits you... you are in a maze! Your eyes gape wide and your head clocks back. You tilt your head forward again, then down, then left to right. What should I do? Where is the end to this thing? Instantly, in the midst of your worries a strange epiphany hits. Some mild sense of the first floor... it contains something I need... I know this with certainty somehow. I need to go back. (Try examining the 'ominous scroll' in 'Floor1_Lobby')"; otherwise say "You tighten your lips as what you know is now confirmed. The hint of the second line is true as well. The riddle is true. An incomplete relief flows over you, as you go back to trying to decipher the text."; 3B is north of 2B. Check going north from 2B to 3B: if mysterious-object-unrolled is false, say "I can't go on like this, there's something waiting for me on floor one."; if mysterious-object-unrolled is true, continue the action; Check going north from 2B to 3B: if mysterious-object-unrolled is false, stop the action; After looking in 3B: if mysterious-object-unrolled is true, say "You pursue north a second time like the scripture read, detesting the banging sound that echoes through the silence which your hands and feet inevitably make. "; otherwise say "I can't go on like this, there's something waiting for me on floor one." 3A is east of 3B. After looking in 3A: say "Seeking the sun dawn, you follow east"; 4A is north of 3A. After looking in 4A: say "You crawl again to the north, copying the hints."; 4B is west of 4A. After looking in 4B: say "The first out of three times you go west, as the riddle tells you."; 4C is west of 4B. After looking in 4C: say "The second out of three times you go west, as the riddle tells you."; 4D is west of 4C. After looking in 4D: say "The third out of three times you go west, as the riddle tells you."; After looking in 4B: say "The third out of three times you go west, as the riddle tells you."; 3D is south of 4D. After looking in 3D: say "You go south now, first out of four, still following the scripture"; 2D is south of 3D. After looking in 2D: say "You go south now, second out of four, still following the scripture"; 1D is south of 2D. After looking in 1D: say "You go south now, third out of four, still following the scripture. Inspecting ahead, you realise that you have arrived at the final step of this labyrinth, noticing a closed small metallic double door in front of you. Closing your eyes, you take a deep breath as you prepare for what could be the destination."; 3C is east of 3D. 2C is south of 3C. The Labyrinths End is south of 1D. After looking in The Labyrinths End: say "You push open the right door, then swing open the left. You desperately want to let yourself feel victorious, but the fact is that you do not know if there is anything even waiting here for you. Slowly, you peep your head inside like a mouse coming out of its mousehole. Not the feeling of victory, nor defeat rush to you, rather curiosity. In front of you is a perfect-cube-room, walls bordered with ancient black tiles. A circular design of neon light is carved into the roof, providing abundant luminosity. All the brightness of the light showers onto a pedestal at the very centre, clutching what looks like a special relic. You stand up and take a couple of steps forward, intrigued, the backdrop of fear that has pervaded you ever since you woke here fades. You discover neon purple text carved in a surprisingly neat, standard font on the pedestal... 'Explorix' 'I of III'"; Explorix is an object in the labyrinths end. The description of Explorix is "An enigmatic artefact shimmering with latent power.". Instead of taking Explorix: say "You solemnly move your hand out to pick up this relic, known as Explorix. The object looks similar to an ancient enigmatic design that the Maya people perhaps would have used. The pattern is distinct to anything you have ever seen before. No other details can be described with known language. As your fingers graze the surface, you are shocked to find that it is warm, almost alive and pulsating. After bringing it close to your face for inspection, you carefully drop it in your pocket and zip it up. A sonic zoom swirls you back."; now the player carries Explorix; now the player is in Elevator_Floor2; Floor3_Blacksmith is north of Elevator_Floor3. "After a long breath and some mental preparation, you open the door to the third floor and swoop inside. It is unlike the first floor or the second, or the fourth. Staringly empty, in its centre lies an intergalactic looking creature. This alien-like being is turquoise and slim, with weird polygons tattooed into its skin. It has no earthly features, no eyes, no nose, no mouth, no ears, no hair. Its shape is more of an abstract figurine, with random details spotted here and there. Though supposedly having a creepy appearance, somehow, you sense that this creature is not evil or bad, however not an angel ethier. Staring at it, it is just neutral, not fear or joy inducing. Beside the alien is a standard anvil with a little white note stuck onto it." Anvil is in Floor3_Blacksmith. Note is on the anvil. The description is "-. .- -- . ---... --. ..- -- .--. .... .. ... -..-. ... . .-.. .-.. ... ---... -.-. .-. . .- - .. -..- -..-. .-- .- -. - ... ---... -.. --- ..- -... .-.. --- --- -." Rule for writing a paragraph about Anvil: say ""; Rule for writing a paragraph about Gumphis: say ""; There is Creatix. The description of Creatix is "An enigmatic artefact shimmering with latent power." Instead of answering Gumphis that something: say "An intergalactic creature without a mouth or ears cannot talk well..." Gumphis is in Floor3_Blacksmith. Gumphis carries a Creatix. Instead of buying the Creatix: if the player has the doubloon, now the player carries the Creatix; if the player has the doubloon, say "Without having time to wonder about how to give something with no hands an item, the instant you reach for your pocket, Gumphis seems to sense the trade. Suddenly, you feel the weight change inside of your pant pocket, and inside there is Creatix. You marvel at what just happened. If there weren't so many other unexplainable things here, you wouldn't believe it. You lift creatix out of your pocket, careful not to drop it, and hold the relic close, observing. Again, it looks unalike to anything you've ever seen, even Gumphis was more usual than this. No time to waste admiring though. You remind yourself that there is a door waiting to be opened. 'Creatix' 'II of III'"; if the player has the doubloon, remove the doubloon from play; if the player does not have the doubloon, say "..." Floor4_Symmetry is north of Elevator_Floor4. "Your jaw drops open. How could a room like this be here with all the others? Overhead, there are functional, bright lights. To the sides, you are surrounded by pure white walls, without dust, dirt, or a single scratch. Next to the walls are various seemingly decorative objects. Below, there is a tiled kitchen-like floor so clean it's more of a mirror. Glaringly obvious, at the centre of the room lies a huge golden balancing scale with the text 'Scala' encrypted on it. Scurrying your head left to right, you notice that the whole room is symmetrical, without the smallest of errors or misplacements." Scala is a fixed in place object in Floor4_Symmetry. The description of Scala is "A gigantic crisp golden balancing scale, glaringly staring at you at the centre of the room. The scale has two boxes on either side of it, also lathered in gold. Whenever your eyes are on it, you receive an instinctive feeling that Scala wants to be balanced." Left Box is a fixed in place container in Floor4_Symmetry. The description of Left Box is "The left side container of Scala, waiting for objects to be placed into it." Right Box is a fixed in place container in Floor4_Symmetry. The description of Right Box is "The right side container of Scala, waiting for objects to be placed into it." The small plant 1 is in Floor4_Symmetry. The small plant 1 is portable. The description of the small plant 1 is "A little plant, arranged to the left side of this room, across from its counterpart. It weighs 1kg." The small plant 2 is in Floor4_Symmetry. The small plant 2 is portable. The description of the small plant 2 is "A little plant, arranged to the right side of this room, across from its counterpart. It weighs 1kg." The big plant 1 is in Floor4_Symmetry. The big plant 1 is portable. The description of the big plant 1 is "A big plant, arranged to the left side of the room, across from its counterpart. It weighs 3kg." The big plant 2 is in Floor4_Symmetry. The big plant 2 is portable. The description of the big plant 2 is "A big plant, arranged to the left side of the room, across from its counterpart. It weighs 3kg." The wooden chair 1 is in Floor4_Symmetry. The wooden chair 1 is portable. The description of the wooden chair 1 is "Your average wooden chair, positioned in between the big plant and small plant of the left side. It weighs 4kg." The wooden chair 2 is in Floor4_Symmetry. The wooden chair 2 is portable. The description of the wooden chair 2 is "Your average wooden chair, positioned in between the big plant and small plant of the right side. It weighs 4kg." The steel chair 1 is in Floor4_Symmetry. The steel chair 1 is portable. The description of the steel chair 1 is "A standard steel chair, placed to the left of the small plant on the left side. It weighs 8kg." The steel chair 2 is in Floor4_Symmetry. The steel chair 2 is portable. The description of the steel chair 2 is "A standard steel chair, placed to the right of the small plant on the right side. It weighs 8kg." The table is in Floor4_Symmetry. The table is portable. The description of the table is "A typical table. It lies on the wall directly opposite from the floor entrance, having exactly one half on the left and right sides. It weighs 18kg." Every turn when the player is in Floor4_Symmetry: if ((the small plant 1 is in the Left Box and the small plant 2 is in the Left Box and the big plant 1 is in the Left Box and the wooden chair 1 is in the Left Box and the steel chair 1 is in the Left Box and the steel chair 2 is in the Left Box) and (the big plant 2 is in the Right Box and the wooden chair 2 is in the Right Box and the table is in the Right Box)) or ((the small plant 1 is in the Left Box and the big plant 1 is in the Left Box and the big plant 2 is in the Left Box and the table is in the Left Box) and (the small plant 2 is in the Right Box and the wooden chair 1 is in the Right Box and the wooden chair 2 is in the Right Box and the steel chair 1 is in the Right Box and the steel chair 2 is in the Right Box)) or ((the big plant 1 is in the Left Box and the wooden chair 1 is in the Left Box and the table is in the Left Box) and (the small plant 1 is in the Right Box and the small plant 2 is in the Right Box and the big plant 2 is in the Right Box and the wooden chair 2 is in the Right Box and the steel chair 1 is in the Right Box and the steel chair 2 is in the Right Box)), say "You hear a deep, cutting whoosh and feel the entire room fill with power. You are nearly knocked off your feet. Before you can think, you notice a relic float in, mid-air, directly in front of you. Beneath it, text fades in, also mid-air, reading 'Balix' 'III of III' Again, the object is so distinct and enigmatic that you cannot begin to describe it. It seems complicated yet extremely simple, ambient and shy yet powerful. It is warm when you slowly reach your hand in and grasp it. You quietly disclose Balix into your pocket."; Every turn when the player is in Floor4_Symmetry: if ((the small plant 1 is in the Left Box and the small plant 2 is in the Left Box and the big plant 1 is in the Left Box and the wooden chair 1 is in the Left Box and the steel chair 1 is in the Left Box and the steel chair 2 is in the Left Box) and (the big plant 2 is in the Right Box and the wooden chair 2 is in the Right Box and the table is in the Right Box)) or ((the small plant 1 is in the Left Box and the big plant 1 is in the Left Box and the big plant 2 is in the Left Box and the table is in the Left Box) and (the small plant 2 is in the Right Box and the wooden chair 1 is in the Right Box and the wooden chair 2 is in the Right Box and the steel chair 1 is in the Right Box and the steel chair 2 is in the Right Box)) or ((the big plant 1 is in the Left Box and the wooden chair 1 is in the Left Box and the table is in the Left Box) and (the small plant 1 is in the Right Box and the small plant 2 is in the Right Box and the big plant 2 is in the Right Box and the wooden chair 2 is in the Right Box and the steel chair 1 is in the Right Box and the steel chair 2 is in the Right Box)), now the player carries Balix; Every turn when the player is in Floor4_Symmetry: if ((the small plant 1 is in the Right Box and the small plant 2 is in the Right Box and the big plant 1 is in the Right Box and the wooden chair 1 is in the Right Box and the steel chair 1 is in the Right Box and the steel chair 2 is in the Right Box and the big plant 2 is in the Left Box and the wooden chair 2 is in the Left Box and the table is in the Left Box) or (the small plant 1 is in the Right Box and the big plant 1 is in the Right Box and the big plant 2 is in the Right Box and the table is in the Right Box and the small plant 2 is in the Left Box and the wooden chair 1 is in the Left Box and the wooden chair 2 is in the Left Box and the steel chair 1 is in the Left Box and the steel chair 2 is in the Left Box) or (the big plant 1 is in the Right Box and the wooden chair 1 is in the Right Box and the table is in the Right Box and the small plant 1 is in the Left Box and the small plant 2 is in the Left Box and the big plant 2 is in the Left Box and the wooden chair 2 is in the Left Box and the steel chair 1 is in the Left Box and the steel chair 2 is in the Left Box)), say "You hear a deep, cutting woosh and feel the entire room fill with power. You are nearly knocked off your feet. Before you can think, you notice a relic float in, mid-air, directly in front of you. Beneath it, text fades in, also mid-air, reading 'Balix' 'III of III' Again, the object is so distinct and enigmatic that you cannot begin to describe it. It seems complicated yet extremely simple, ambient and shy yet powerful. It is warm when you slowly reach your hand in and grasp it. You quietly disclose Balix into your pocket."; Every turn when the player is in Floor4_Symmetry: if ((the small plant 1 is in the Right Box and the small plant 2 is in the Right Box and the big plant 1 is in the Right Box and the wooden chair 1 is in the Right Box and the steel chair 1 is in the Right Box and the steel chair 2 is in the Right Box and the big plant 2 is in the Left Box and the wooden chair 2 is in the Left Box and the table is in the Left Box) or (the small plant 1 is in the Right Box and the big plant 1 is in the Right Box and the big plant 2 is in the Right Box and the table is in the Right Box and the small plant 2 is in the Left Box and the wooden chair 1 is in the Left Box and the wooden chair 2 is in the Left Box and the steel chair 1 is in the Left Box and the steel chair 2 is in the Left Box) or (the big plant 1 is in the Right Box and the wooden chair 1 is in the Right Box and the table is in the Right Box and the small plant 1 is in the Left Box and the small plant 2 is in the Left Box and the big plant 2 is in the Left Box and the wooden chair 2 is in the Left Box and the steel chair 1 is in the Left Box and the steel chair 2 is in the Left Box)), now the player carries Balix; Instead of putting anything on the Left Box: say "You must put things into the Scala boxes, not onto."; Instead of putting anything on the Right Box: say "You must put things into the Scala boxes, not onto."; Exploration is north of Elevator_Floor5. "This room... no... this space just feels different from the others. It reminds you of the life you once had, the smell of air, the noise of hum fading. The room is small and decorated with old, dark green vines on the walls, however there are pristine neon lights engraved under. The space is the usual dark in some spots but illuminated in others. To the North, a giant, magical-looking door stands, titled 'The Door of Exploration'. On the door is hollow text, printed in all lowercase letters: 'i await explorix'." The door of Exploration is north of Exploration and south of Creation. The door of Exploration is a door. The door of Exploration is scenery. The door of Exploration is lockable and locked. The Explorix unlocks The door of Exploration. Creation is a room. The description is "With a quiet but confident click, the huge door opens. You are filled with excitement, but not the usual kind. Excitement that has not yet been fulfilled, not yet confirmed. You hesitate for a moment, and carefully tilt your head to peek inside. The room is filled with skulls and brown bones. Insects are crawling throughout, scurrying to safety as the echoing sound of your footsteps approach. These must be the remains of past near-survivors... your heart swells up and you feel it trying to explode out, I will be the one. There is another gigantic door North, called 'The Door of Creation'. 'i await creatix' in hollow letters is sown on it." The door of Creation is north of Creation and south of Balance. The door of Creation is a door. The door of Creation is scenery. The door of Creation is lockable and locked. Creatix unlocks The door of Creation. Balance is a room. The description is "With a gratifying and familiar click, the door of Creation manoeuvres open. It looks strikingly similar to the previous room, only with less bones, and a lot more emptiness. You are frozen, filled with adrenaline. This is the last step. No thoughts enter your mind as you lock in. Your sole focus is on the door to your North, titled 'The Door of Balance'. The door exists with immense presence unlike anything you've ever seen. On it, is the fateful text: 'i await balix'." The door of Balance is north of Balance and south of Freedom. The door of Balance is a door. The door of Balance is scenery. The door of Balance is lockable and locked. Balix unlocks The door of Balance. Freedom is a room. "[italic type]The closure swings wide, the world anew, The sun's sweet eyes, a prideful view. Blue oceans paint, the sky so great. A humble tear, sheds. Afraid to believe, you mustn't cry, You my dear child, defeated the bad guy. No more worries, shall enter your mind. A humble tear, sheds. But in this dance of freedom sweet, A shadow emerges, not yet complete. One whisper is spoken, a million are said. A humble tear, sheds."