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Pedal to the Medal :)
by
Arman Hosseiny
Played 742 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The Bunker is a room. “Morning soldier! You, a 21 year old volunteer from Canada, are awoken to the sound of a bombardment of a German aerial attack. You are in the bunker. Get up and start your day. Did you join the army to have the best nap of your life or did you join to serve the Great British flag?! You are standing by your bed and you see General Travis, your commanding officer, staring you down from the open Northern doorway. It’s best to talk to him first. Get your gear and head over there!” A bed is in the bunker. The description of the bed is “The olive coloured bed is laced with puddles of sweat from the night terrors you endure when you try to sleep. It’s best if you don’t get too close to the bed when you don’t need to sleep because of the everlasting smell of the dead corpse that laid upon it before you. You can see that someone put a letter on your pillow” The letter is on the bed. The letter is portable. The description of the letter is “It’s from your mother back home! She says, ‘Hello, my sweet son. Oh, how the days have pained me since you left. It’s great that you’re fighting for the Great British Flag. I wish the war would just end so I would have you by my side. Your sister feels the same as I. We both want you to come back home but it’s selfish to put our interests above yours. Please stay safe so I can see you again. Sincerely, your mother. - June 14th, 1917. ‘ You can feel the love she put into making this letter for you. Better you take the letter.” Understand "06141917" as letter . Understand "6141917" as letter. The Ally Trench is a room. “ Another day in the trenches, says a soldier walking by. Woohoo!, says another sarcastically. Initially clean and livid, the Ally Trench has become awfully muddy and bloodstained. Where the lion-sized rats come to feast upon the dead soldiers, this has been your home for over a year. As you walk outside your bunker, you hear General Travis barking orders at disoriented simpleton soldiers. Talk to the General to get your orders.” General Travis is a person. General Travis is in the Ally Trench. The description of General Travis is “The sulfurous, bitter scent coming from the General up close is enough to make soldiers fill buckets with tears. And yet, after years under his command in this trench, his smell is similar to daisies to you. The only thing that still intimidates you after all these years are his piercing stern blue eyes that can put battalions to work with one scrutinizing look.” Understand "general" as General Travis. Understand "travis" as General Travis. Every turn when the player can see General Travis in the Ally Trench: say “C’mon you bloody arse, get your shit and meet Corporal Corona in the Front Lines! It doesn’t look you have anything on you but a stupid letter. Get your breakfast in the Eatery (east), wash yourself up in the washroom (north), get your equipment in the barracks (southeast) and there the hospital(northeast). I left a pair of clippers here for you, don’t forget to take these too. C’MON CHOP CHOP! THE WAR IS NOT GONNA END ITSELF!” There is the clippers in the Ally Trench. The description of the clippers is “Here are a pair of clippers. Used to break through fences, cut through barb wire and get out of a sticky situation. Important if you get into unforeseen situations.” The Washroom is a room. “A bleak and minor, yet sufficient space that soldiers, like yourself, use to wash their hands and feet after a day in the Front Lines if they were lucky enough not to get struck by a bullet or gassed by a mustard cloud. There’s never enough time to relieve yourself during war but the little time you have should be cherished, as it’s the only time that you can think of your family and pray while on the job. Whenever you need, you can use the facilities to clean yourself up.” There is a key in the Washroom. The key is portable. The description of the key is “What is this? Out of the corner of your eye you see a shiny object. A sterling sister key. Where did this come from? What does it unlock? It would be best to keep it with you...just in case.” A faucet is in the washroom. A faucet is an openable closed container. When faucet is switched on say "The water is flowing from the faucet." When faucet is switched off say "The water is no longer flowing from the faucet." The description of the faucet is "With the uncleanliness of rats, ticks, and constant rain, many have died from disease. Make sure you stay clean and wash your hands in the faucet to prevent others from dying as well as yourself. Just don’t get your boots wet. It’ll be an unpleasant scene when you get Trench Foot." The Hospital Tent is a room. “The scrupulously spotless hospital tent is filled with 6PM Dusk Fighters and a group of support staff. As you enter the tent, you come to realize the frightening battle that is taking place on our own side with our own fighters; the fight to survive. It’s a completely different fight from the one on the battlefield, where instead, you do everything you can to stay sane and stay alive. Because of the lack of anesthetics used, you can hear the shrieks of countless patients as they try to keep themselves from fainting as the doctors and nurses tear infected limbs apart. It's a grim sight to see everyday but somehow, the staff keep a smile on their faces day in and day out." Nurse Cheery is a person. Nurse Cheery is in the Hospital Tent. Understand "nurse" as Nurse Cheery. Understand "cheery" as Nurse Cheery. Understand “nurse” as Nurse Cheery. Every turn when the player can see Nurse Cheery in the Hospital Tent: say “Hello soldier how can I help? says Nurse Cheery in a cheery tone” Lieutenant Joe is a person. Lieutenant Joe is in the Hospital Tent The description of Lieutenant Joe is "This man is a selfless war hero that lost his leg while overtaking this trench from the 'Germans.' With a 'Purple Heart of Bravery' on his chest and while in a wheelchair, 'Lieutenant Joe' now helps other amputees get used to the changes." Understand "Joe" as Lieutenant Joe. Understand “Lieutenant” as Lieutenant Joe. Every turn when the player can see Lieutenant Joe in the Hospital Tent: say “Lieutenant Joe exclaims, Morning soldier, how are you doing! ” An emergency bed is in the The Hospital Tent. The description of the emergency bed is “The unoccupied hospital bed has a sign chained to it that outlines, Bed for the Utmost Emergency. It’s most likely for injured soldiers that were shot and brought back from No Man’s Land.” Understand "bed" as emergency bed. The Eatery is a room. “Refreshingly rectilinear and immensely popular. The Eatery is where everyone receives their rations and enjoys them -- as long as no Germans attack our trench at the same moment. The Eatery has a great deal of crackers, breads, teas and stews. It’s the best place to be. ” A Beef Stew is in the Eatery. The beef stew is edible. The description of the Beef Stew is "Not the greatest stew but it’s filling. If you wanted a five-star meal then you should have stayed in Canada. The stew has beef, broth, carrots, corn and beans. Filled with the necessary nutrition to thrive, it is important that every soldier have it." Chef Currie is a person. The Chef Currie is in the Eatery. Every turn when the player can see the Chef Currie in the Eatery: say “Morning soldier. Take another beef stew. Eat up. Lieutenant Joe told me that a chlorine gas attack from the Germans is imminent. Make sure you head over to the equipment room down south to pick up a gas mask. ” The Barracks is a room. “Here is the barracks, a one-story concrete and bomb-proof build that holds all the ammunition and military equipment used in battle. At the moment, it’s quite bare from the battle that took place recently. But there you see, your heavy, single-shot rifle and the standard gas mask hanging above it. Enough admiring your equipment! You can hear the faint yet distinct voice of General Travis. He’s getting impatient waiting for you, soldier! Get your stuff and move!” The gas mask is in the The Barracks. The gas mask is a wearable device. The description of the gas mask is "The gas mask, while it has no broken pieces, it seems quite worn down. You can see the metal rims along the eyes starting to rust and the straps tearing away. It’ll do for now." Understand "mask" as gas mask. A rifle is in the The Barracks. The description of the rifle is “ Your Day 1 companion and the thing that helps you go through the tough days here in the trenches, your Lee Enfield rifle. This sullen and persistent rifle, with its glistening body is what every soldier receives on their first day of training. But to you, this rifle represents your fighting spirit and life itself. Too bad it doesn’t work anymore :(“ The Front Lines is a room. “Ah, the front lines...the place where no one wants to be. Sometimes, in the heat of battle. Other times, in a perpetual waiting game resulting in hours of humourless boredom. Life could end at any given moment but remember, you’re doing this for your country. ” Corporal Corona is a person. Corporal Corona is in the Front Lines. Every turn when the player can see Corporal Corona in the Front Lines: say “THE GERMANS ARE HAULING CHLORINE GAS AT US AND A SOLDIER IS STILL OUT THERE IN NO MAN'S LAND! HE WAS HIT WITH A GRENADE AND IS STILL OUT ON THE BATTLEFIELD! PUT ON YOUR GAS MASK AND LET’S TRY TO SAVE THAT SOLDIER.” The No Man’s Land - NW is a room. “Visibility is low. It’s hard to see anything but you’re sure that you will find your way. Keep moving.” The No Man’s Land - N is a room. “ The Mustard gas is obstructing your vision. There is nothing in sight. You hear nothing but your own shallow breaths and the distant sound of shots fired. Keep heading forward.” The No Man’s Land - C is a room. “You trip over a clipped piece of barbed wire. But none of your clothing is ripped. As you stand up, you hear the groan of something in the shadowy fog, south of you. It may be a person! ” The No Man’s Land - E is a room. “A flare is shot to the sky from ahead of you and light reveals the German trench a few yards to your west. It looks heavily guarded and covered in barbed wire. You’re not trying to die today soldier. You cannot head east no longer. ” The No Man’s Land - SE is a room. “You do not know whether the gas is making you hallucinate or that you can really hear the laughter of Germans soldiers near you. It seems you are a few yards from the German Trench and you spot a German patrol coming near you. You don’t want to get caught. Flee quickly!" The No Man’s Land - SW is a room. “It’s dead silent. The fog isn’t too bad around here. You can see the ground ahead of you and you notice a bread crumb trail of grenade bits. It's probably nothing, this is the battlefield where hundreds of grenades are shot everyday. The grenade bits lead to a crater east of you. It wouldn’t hurt to follow the trail... keep moving.” The No Man’s Land - W is a room. “You’re steps away from the trench and the mustard cloud has wrapped its arms around you. The only sign of life you have now is the dim lights of your base in the west. The rest of the land is pitch black.” The Crater is a room. “At last! You find the soldier on the crater floor.” The injured soldier is in the crater. The injured soldier is portable. “When you get closer to the injured soldier, you recognise who it is: Private Peters, you were close friends with him in bootcamp. Peters looks badly hurt and it seems he’s bleeding out from a cut on his left thigh. Pick him up and take him back to base and to the hospital to be treated. He’s unresponsive and you may have very little time to save him. Make sure to drop him off there so the doctors can get to work. ” The Trench Crater is a room. “You find a crater with a dug out hole. It’s covered in barbed wires but the ominous presence seems quite inviting. Maybe you can find something useful in there. As you ponder the various ways to sneak into the hole, you realize you have clippers (those that are great to cut wires).” The tunnel is a room. “You cut the barbed wires, revealing the entrance of a torchlit catacomb. You finally enter the tunnel and start meandering down its narrow path. You notice side passages branching off to the left and right, their destinations unknown. All of the side paths appear the same as the main tunnel: murky and foreboding, as endless in their black expanse as the main passage. Their openings seemingly invite you to deviate from your present path. So, what’s to tempt you to stray from the main tunnel and explore one of the many branches? Will you be able to find your way back to the main tunnel? With the number of side tunnels you’ve passed so far, you figure you’ll have plenty of time to wander down one or more, later. You reach the end of the passage and notice a mysterious gold-plated door in front of you. 8 feet tall in its entirety, the door would only open with a key……….maybe the key you have opens the door. ” The Secret Room is a room. “ The heavy door opens slowly by itself when the key is pushed into the keyhole. It exposes a perfectly circular and rimmed room. It is as if you walked through a magical portal to a comfortably spacious manor in the open fields of Britain. The room itself held a handful of symbolic and mnemonic paintings and an elegant statue of a bear. In the far east corner, a bare monotonous vault with a passcode lock lay dormant. What lies upon that vault must be worth more than gold! There is a hint on the vault and it says, enter today's date in numbers. Seems easy enough...except you don’t really remember. If only someone had told you the date, you could uncover this treasure... **Hint write ‘unlock safe with ________’. ” The Vault is a room. “As you press in the final number of the code, you here a *ping* and you open the massive door. On the floor of the vault, you see an orange file with papers in it. You realize that you found confidential war drafts and battle plans of the German fleets! The information could be vital to end the war! As you decide what to do with the drafts, you suddenly hear the voices of German nationals getting louder and you hear one scream, BRITISH INFILTRATOR. It’s best you take the drafts and leave now, before the Germans find you.” The drafts is in the vault. The drafts is portable. The description of the drafts is “The detailed battle plans of the Germans, all in one folder. WHAT LUCK :)” The German Trenches-N is a room. “You can’t go here. It’s suicide to even attempt to get close. Move back. ” The German Trenches-C is a room. “You can’t go here. It’s suicide to even attempt to get close. Move back. ” The German Trenches-S is a room. “You can’t go here. It’s suicide to even attempt to get close. Move back. ” The German Trench North Wall is a door. The German Trench North Wall is a closed locked door. The German Trench North Wall is west of the German Trenches-N. The German Trench South Wall is a door. The German Trench South Wall is a closed locked door. The German Trench South Wall is west of the German Trenches-S. The Barbed Wire is a locked door. The clippers unlock the Barbed Wire. The Barbed Wire is up from the tunnel. The Barbed Wire is down from the Trench Crater. The Secret Door is a locked door. The key unlocks the Secret Door. The Secret Door is east of the tunnel. The secret door is west of the Secret Room. The Safe is a locked door. The letter unlocks the safe. The Safe is east of the Secret Room. The Safe is west of the Vault. The Open Northern Doorway is a door. The Open Northern Doorway is south of the Ally Trench. The Open Northern Doorway is north of the Bunker. The Foyer is a door. The Foyer is east of the Ally Trench. The Foyer is west of the Eatery. The Vertical Barracks-Eatery door is a door. The Vertical Barracks-Eatery is north of the Barracks. The Vertical Barracks-Eatery is south of the Eatery. The Horizontal Bunker-Barracks door is a door. The Horizontal Bunker-Barracks door is east of the Bunker. The Horizontal Bunker-Barracks door is west of the Barracks. The Vertical Washroom-Trench door is a door. The Vertical Washroom-Trench door is north of the Ally Trench. The Vertical Washroom-Trench door is south of the Washroom. The Vertical Eatery-Hospital door is a door. The Vertical Eatery-Hospital door is south of the Hospital Tent. The Vertical Eatery-Hospital door is north of the Eatery. The Eatery-Frontlines door is a door. The Eatery-Frontlines door is east of the Eatery. The Eatery-Frontlines door is west of the Front Lines. The Path from West to Center is a door. The Path from West to Center is east of No Man's Land - C. The Path from West to Center is west of No Man's Land - W. The Path from Center to East is a door. The Path from Center to East is east of No Man's Land - E. The Path from Center to East is west of No Man's Land - C. The Path from Northwest to North is a door. The Path from Northwest to North is west of No Man's Land - N. The Path from Northwest to North is east of No Man's Land - NW. The Path from Northeast to North is a door. The Path from Northeast to North is east of No Man's Land - N. The Path from Northeast to North is west of the Trench Crater. The Path from Southwest to South is a door. The Path from Southwest to South is west of No Man's Land - S. The Path from Southwest to South is east of No Man's Land - SW. The Path from Southeast to South is a door. The Path from Southeast to South is east of No Man's Land - S. The Path from Southeast to South is west of the Crater. The Path from Northwest to West Battlefield is a door. The Path from Northwest to West Battlefield is north of the No Man’s Land - W. The Path from Northwest to West Battlefield is south of the No Man’s Land - NW. The Path from West to Southwest Battlefield is a door. The Path from West to Southwest Battlefield is north of the No Man’s Land - SW. The Path from West to Southwest Battlefield is south of the No Man’s Land - W. The Path from North to Central Battlefield is a door. The Path from North to Central Battlefield is north of the No Man’s Land - C. The Path from North to Central Battlefield is south of the No Man’s Land - N. The Path from Central to Crater is a door. The Path from Central to Crater is north of the Crater. The Path from Central to Crater is south of the No Man’s Land - C. The Path from Trench Crater to East Battlefield is a door. The Path from Trench Crater to East Battlefield is north of No Man’s Land - E. The Path from Trench Crater to East Battlefield is south of the Trench Crater. The Path from East to Southeast Battlefield is a door. The Path from East to Southeast Battlefield is north of the No Man’s Land - SE. The Path from East to Southeast Battlefield is south of the No Man’s Land - E. The Hospital-Washroom door is a door. The Hospital-Washroom door is west of the Hospital Tent. The Hospital-Washroom door is east of the Washroom. The Frontlines-East Path is a door. The Frontlines-East Path is east of the Front Lines. The Frontlines-East Path is west of No Man's Land - E. After dropping injured soldier in the Hospital Tent: say “You’ve saved the life of a soldier! Congratulations! Private Peters is somewhat responsive. You can’t make out a lot of what he is saying but it appears that he is saying that there’s another crater in No Man’s Land. He investigated incognito for a bit and saw a lot of barbed wire. He thinks there’s something inside; a possible secret German base. You cannot hesitate at an opportunity to infiltrate the Germans and have a chance to gain a strategic advantage. Go back onto the battlefield and find the other crater. ”; award 25 points After taking drafts: say "Drafts! These are very important documents. Could be the key to winning the war with all this information about the Germans. Drop these back at your bunker. You’ll give it to General Travis when you get the chance."; award 25 points. After dropping the drafts in the bunker: say “Congratulations You are a war hero.When you had the chance, you gave the files to your commanding officer. You may have violated countless rules by sneaking into the German base without permission and all by yourself but these details are omitted and you will receive the War Medal of Bravery for your heroic actions. You are sent home for the courage you presented in action and the entire world will marvel at the sight of a hero! “; award 50 points Every turn while in the Bunker: if score is 100 begin; say " Using this information, the Allies made a surprise attack on the Germans gaining acres of territory. This helped force the Germans into a tough situation and ended up losing the war. Germany paid severely while you got to go home to your family as a hero. Thanks for playing Pedal to the Medal: WWI Edition, by Arman and Shairahavan."; end the game in victory; end if.