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Kidnapped-The Great Escape
by
Abby
Played 1,048 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Kidnapped -- the Great Escape" by Abby Drezek When play begins: say "You've awakened in a dark room and must escape your location before your kidnapper returns!" Dim Room is a Room. "The room is lit by dim, flickering lights. There is an exit to the east and a locked blue door." The Blue Door is west of The Dim Room. The Blue Door is a lockable locked door. The matching key of the Blue Door is the Blue Key. After opening the Blue Door: say "Congratulations, You've escaped!" ; end the story. Torture Room is east of Dim Room. "There is a large surgical table in the middle of the room next to a wooden bench with a pile of tools. There are exists in all directions" There is a surgical table in the Torture Room. "The table is covered in the blood of your kidnapper's last victim." There is a wooden bench in the Torture Room. A Silver Key is a thing. The silver key unlocks the drawer. Instead of Examining the bench: say "You find a Silver Key hidden within the tools"; now the player holds the silver key. The Library is north of Torture Room. "You make your way into a home library. As you walk through the rows you notice an array of horror and torture books. In the back of the room is an old wooden desk drawer." There is a drawer in the Library. The drawer is an openable lockable locked container. The matching key of the drawer is the Silver Key. There is a paper in the drawer. The description of the paper is "2413". The Laboratory is east of the Torture Room. "You notice containers and vials of blood stacked on shelves. In the middle of the room looks to be a place where blood transfusion occurs. on the wall, you notice a safe" The Safe is here. The safe is an openable lockable locked container. "A small safe, with a dial which can spin to any number, is on the wall." Understand "dial" as the Safe. Instead of opening the safe, say "The safe opens only when turned to the correct combination." Spinning it to is an action applying to one thing and one number. Check spinning it to: if the noun is not the Safe, say "[The noun] does not spin." instead. Report spinning it to: say "The safe door swings open, revealing a steel key."; now the player holds the steel key. Understand "spin [something] to [a number]" as spinning it to. In the Safe is a Steel key. The Steel Key unlocks the chest. The Freezer is south of the Torture Room. "The room is ice cold with preserved organs and body parts. The smell is ghastly as everything but a small chest in the back is open." The chest is in the Freezer. The chest is an openable lockable locked container. The matching key of the chest is the Steel Key. There is a blue key in the chest. The blue key unlocks the blue door.