Home
Start a new game
Explore games
Help
Log in or sign up
Log in
Username
Password (
Forgot it?
)
×
New to Playfic?
Full Name
Email
Username
Password
Password (confirm)
Are you sure about this?
You are the Fairy Tale (in progress!)
by
Ace Molloy
Played 44 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"You are the Fairy Tale" by Ace Molloy Section 0-Commands Use no scoring. Understand the commands “ask” and “tell” and “say” and “answer” and "agree" and "think" as something new. Understand the commands "stab" and "eat" and "cut" as something new. Understand "stab [someone]” or “eat [something]” or “cut [something]” or "attack [something]" as a mistake ("break"). Understand the command "walk" as something new. Understand the command "attack" as something new. Understand the command "jump" as something new. Understand the command "stay" as something new. Understand “ask [text]” or “tell [text]” or “answer [text]” or “say [text]” or "agree [text]" or "think [text]" as a mistake (“[talk to instead]”). Understand “walk” as a mistake (“go north”). Understand “do nothing” as a mistake (“wait"). Understand “stay” as a mistake (“wait"). Understand "return” as a mistake (“leave”). Understand "leave” as a mistake (“exit”). Understand "go to The Leftmost Path” as a mistake (“go west”). Understand "go to The Left Path” as a mistake (“go northwest"). Understand "go to The Right Path” as a mistake (“go northeast”). Understand "go to The Rightmost Path” as a mistake (“go east”). Understand "jump in [thing]” as a mistake (“take”). Understand “cut [something]” as cutting. Understand “eat [something]” as eating. Understand “stab [someone]” as stabbing. Stabbing is an action applying to one touchable thing. Understand “attack [someone]” as attacking. Understand “wait” as waiting. Instead of asking someone to try doing something: say “[talk to instead][paragraph break]”. Instead of answering someone that something: say “[talk to instead][paragraph break]”. To say talk to instead: say "(To communicate in [story title], TALK TO a character.) " Understand “talk to [someone]” as talking to. Understand “talk to [something]” as talking to. Talking to is an action applying to one visible thing. Section 1- Introduction When play begins: say "You are blinded by light as your eyes blink open. It's strange: you don't think this was where you were when you went to bed. A voice to echoes in your head, [italic type] 'Good Luck'" Section 2-The Path The Path is a room. "[if The Path is unvisited]The Path is a small but long dirt path. Tall trees surround you on all sides except for in front of you. The midday sun beats down, but you are in a piece of shade from the trees.[end if][if The Path is visited] You are at the start of The Path. Something is stopping you from going further South. You can only go North. A smell tickles at your nose.[end if]" instead of waiting in The Path: say "You wait and wait for something to happen. The path in front of you pull at your soul, but you still do nothing. As you wait, you grow hungrier and thirstier. Eventually, you can't take it anymore. You drag yourself to the side of the path."; end the story saying "You have died." Instead of waiting in The Fork in the Road: say "You wait and wait for something to happen. The path in front of you pull at your soul, but you still do nothing. As you wait, you grow hungrier and thirstier. Eventually, you can't take it anymore. You drag yourself to the side of the path."; end the story saying "You have died." The description of the player is "Your vision grows fuzzy when you try to look at yourself." Instead of smelling in the Path: say "The harsh smell of metal and blood stings in the air." Instead of smelling in the Fork in the Road: say "The harsh smell of metal and blood stings in the air." The Fork in the Road is a room. The Fork in the Road is north of The Path. "[if The Fork in the Road is unvisited]After walking for a little while, you reach a fork in the road. In front of you are four different paths. All of them look the same: they are small and thin dirt paths. You can go to The Leftmost Path (west) The Left Path (northwest) The Right Path (northeast) The Rightmost Path (east)[end if][if The Fork in the Road is visited]You see The Fork in the Road again. The paths seem to pull at you and draw you in.[end if]" Section 3- The Paths to Seasons Instead of waiting: say "You can't stop here. The only place to go is onward." The Leftmost Path is a room. The Leftmost Path is west of The Fork in the Road. "[if The Leftmost Path is unvisited] You step onto The Leftmost Path. A sudden chill hits you. The dirt path is small and thin, and up ahead, snow has begun to fall. Leaves are turning red on the trees around you, but where the snow falls, the leaves have all fallen, and evergreens have sprouted up.[end if][if The Leftmost Path is visited]The smell of rotting roses sends your head spinning, and the world seems to be stuck in dusk. Looking around, you see a red rose in the snow. [end if]" In The Leftmost Path is a rose. It is an object. After taking rose: say "You pick up the rose." Instead of examining rose: say "The rose makes you feel strange. It feels like worms crawling under your skin." After dropping rose: say "You feel like a weight has been lifted." Instead of smelling in The Leftmost Path: say "The smell of rotting roses sends your head spinning." The Left Path is a room. The Left Path is northwest of The Fork in the Road."[if The Left Path is unvisited] You step onto The Left Path. A chill you didn't realize you had seems to melt away. The dirt path is small and thin, and up ahead, the trees have begun to flower.[end if][if The Left Path is visited]The smell of flower perfume sends your head spinning, and the world seems to be stuck in dusk. Looking around, you see a tangle of thorns beneath the flowering trees.[end if]" In The Left Path is a tangle of thorns. It is an object. Instead of taking tangle of thorns: say "Ouch! You prick yourself on the thorns. A droplet of red blood sits on your finger." Instead of examining tangle of thorns: say "Looking at the tangle of thorns make your eyes hurt." Instead of smelling in The Left Path: say "The smell of flower perfume sends your head spinning." The Right Path is a room. The Right Path is northeast of the Fork in the Road. "[if The Right Path is unvisited] You step onto The Right Path. A wave of heat hits you, and the air is sticky. The dirt path is small and thin, and up ahead, the flowering trees around you have lost their flowers.[end if][if The Right Path is visited]The smell of smoke sends your head spinning, and the world seems to be stuck in dusk. Looking down, you see that a dagger has appeared in your hand.[end if]" The player carries a dagger. It is an object. Instead of examining dagger in The Right Path: say "You think that you should feel nervous looking at a dagger, but the sight of the blade makes you feel calm." Instead of dropping dagger: say "You try to throw down the dagger, but after it clatters to the ground, you find it on a belt on your waist." Instead of smelling in The Right Path: say "The smell of smoke sends your head spinning." The Rightmost Path is a room. The Rightmost Path is east of the Fork in the Road. "[if The Rightmost Path is unvisited] You step onto The Rightmost Path. A wave of heat that you didn't realize had been there dissipates, and a cool breeze tickles your skin. The dirt path is small and thin, and up ahead, the green leaves on the trees are turning orange and red.[end if][if The Rightmost Path is visited]The smell of blood sends your head spinning, and the world seems to be stuck in dusk. Looking down, you see that a red hooded cloak is around your shoulders.[end if]" The player carries a red cloak. It is an object. Instead of examining red cloak: say "The red hooded cloak around your shoulders feels hot. Having it on you makes you feel nervous for some reason." After dropping red cloak: say "You feel better after you take off the cloak, but something doesn't feel right in your head." Instead of smelling in The Rightmost Path: say "The smell of blood sends your head spinning." Section 4- Beauty and the Beast The Beast's Castle is a room. It is north of The Leftmost Path. "[if The Beast's Castle is unvisited] As you reach the end of the path, you see a grand stone castle towering above you. Gardens of wilting red roses surround you as you approach the door before you. [end if][if The Beast's Castle is visited]As you approached the castle, the everlasting dusk turned to midnight. You shiver in the cold of the winter around you. The sight of the castle sends a thought shooting through your mind. There's someone you need to save here.[end if]" Instead of waiting in Beast's Castle: say "You just stand there before the castle, frozen in fear. Is it really worth it to enter? As you contemplate, you hear a horrible, screeching scream from inside. You don't know why, but you break down in tears."; end the story saying "You have sacrificed another." Instead of smelling in Beast's Castle: say "The smell of rotting roses and wet dog sends a shiver down your spine." The wooden door is a closed, unlocked door. It is north of The Beast's Castle and south of Your Room. Instead of examining the wooden door: say "The entrance to the castle. For some reason, you are afraid to open it." Walkway up to Your Room is a scene. Walkway up to Your Room begins when entering Your Room. Table of Beast Events event "You wander into the castle, and you can hear crying from upstairs." "You move up the grand staircase in front of you, and you follow the cries to a decorated bedroom." "Your loved one falls into your arms as you enter the room. A Beast across the room stares down at you. He tells you that he will be sent home, but you must remain to pay the price of his crime. You agree." "The days turn to weeks and the weeks turn to months as you stay with the Beast. He keeps asking you to marry him, despite your refusal." "Every day, you see things that remind you of your family and home. Oh, how you miss them." Walkway up to Your Room ends when the number of filled rows in the Table of Beast Events is 0. The Your Room is a room. It is north of the wooden door."[if The Your Room is unvisited] You sit in your room in the castle. The fire blazing keeps the chill of winter away, and light comes from a candelabra on your desk. Your bed is untidy and unmade.[end if][if The Your Room is visited]You watch the Beast from across the room. He is looking at the gardens from your balcony.[end if]" Beast is a man. He is in Your Room. Home is a room. Instead of examining Beast: say "The Beast who has trapped you here. He makes you feel small." In Your Room is a candelabra. The candelabra is an object. The description of the candelabra is "The candles of the candelabra lights up the room." In Your Room is a bed. It is an object. The bed is fixed in place. Instead of examining bed: say "You can't rest right now. Beast is here in the room." Instead of smelling in Your Room: say "You have grown used to the smell of rotting roses and wet dog." Instead of asking Beast about "leaving": say "Why do you want to leave me, my darling? I can't live without you." Instead of waiting in Your Room: say "Thank you. I knew you would never let me down. Beast envelops you in a hug and plants a slobbery kiss on your forehead. You stay in your room, and you stay and stay. You stay for years, never leaving the castle. Eventually, you realize you couldn't have left anyway; the doors are locked tight. You live your whole life there, in Beast's furred arms."; end the story saying "You are imprisoned." Instead of attacking Beast: say "You try to attack Beast. He grabs your fist and the growl he makes sends you shaking. How do you break free?" After reading a command: if the player's command includes "try to break free" and the player is in Your Room: say "You pull your arm away from Beast. He looks angry, but you know he won't fight back. How can you possibly win against this animal?" Instead of attacking Beast: If player carries candelabra, say "You run at Beast with the candelabra and swing it at him. The metal of the object stabs into him. When you pull back the candelabra, you see blood coating the metal. In the moment he is distracted, you push him from the balcony. As you hear a thud down in the rose garden, you run. You run from the room and the castle. You run all the way home, free of the Beast."; end the story finally saying "You have won. You escaped." Section 5- Rapunzel The Rapunzel's Tower is a room. It is north of The Left Path. "[if The Rapunzel's Tower is unvisited] As you reach the end of the path, you see a long and thin tower rise up before you. A single window is at the top of the stone tower, and there is no door. Brambles of thorns surround the tower.[end if][if The Rapunzel's Tower is visited]As you approached the tower, the everlasting dusk turned to midnight. You sneeze from the pollen of the flowers around you. The sight of the tower sends a thought shooting through your mind. You must enter the tower to see your beloved.[end if]" Instead of waiting in Rapunzel's Tower: say "You stare up at the tower. Something has frozen your feet where they are. Something about the tower is off tonight. As you wait there, you see your lover fall from the tower. You run to where she fell into the thorns. You cradle her broken body; the thorns pricking you and making your blood bleed into hers. You watch the light leave her eyes."; end the story saying "You have sacrificed another." Instead of smelling in Rapunzel's Tower: say "The smell of flower perfume and dust irritates your nose." Instead of smelling in Rapunzel's Room: say "The smell of flower perfume and dust smells stronger here." The window is an open, unlocked door. It is above The Rapunzel's Tower and south of The Rapunzel's Room. The description of the window is "The entrance to the tower. For some reason, you feel like you need to enter it." Before entering window: say "You call for your lover to let down her long, flowing hair. Once she does so, you climb up the miles and miles of free air to enter the tower." Rapunzel's Room is a room. It is north of The Rapunzel's Tower."[if Rapunzel's Room is unvisited] You enter the small room that holds your love. Light normally shines from a lamp by her bedside, but the room is dark tonight. Your lover normally greets you when you visit her, but not tonight.[end if][if Rapunzel's Room is visited]You can't see much, but there appear to be two figures in the room. That's strange. Normally, your lover greets you alone.[end if]" The lamp is in Rapunzel's Room. The lamp is a device. The lamp is fixed in place. The description of the lamp is "You look at the old lamp. It is old and worn out." Carry out switching on the lamp: say "You light the old lamp. In the new light you can see that your lover, Rapunzel, has collapsed on the ground, and her mother, a witch, stands over her. A pair of scissors sit next to the lamp." Rapunzel is a woman. She is in Rapunzel's Room. Rapunzel's Hair is in Rapunzel's Room. It is an object. Rapunzel's hair can be cut. Scissors is in Rapunzel's Room. It is an object. Scissors can be used to cut. Instead of examining Rapunzel: say "Your beautiful lover. Her long hair is wrapped around a bedpost and hangs out the window." Instead of talking to Rapunzel: say "She appears to be unconscious." The Witch is a woman. She is in Rapunzel's Room. Instead of examining Witch: say "Your lover's mother. She looks angry." Instead of asking the Witch about "Rapunzel": say "You dare to sneak behind my back and court my daughter! I thought I had hidden her away from men, but apparently, I did not do so well enough." Instead of asking the Witch about "Rapunzel's Hair": say "My daughter has such beautiful locks. I have kept it long, so that she can help me go to and from our tower." Instead of asking the Witch about "Scissors": say "What do you think you'll do with those? Kill me? Try it." Instead of attacking the Witch: say "You try to attack the Witch, but you can't even get close to her." Instead of asking the Witch about "leaving": say "You will leave this tower one way or another, but Rapunzel will stay with me." Every turn while the player is in Rapunzel's Room: if Rapunzel's Hair is not cut and the player has been in the Rapunzel's Room for 5 turns: say "The Witch has grown impatient. She ambles over to you, and despite her small frame, she lifts you up by your throat. She drags you to the window and throws you out. The last thing you see is the bramble of thorns as you fall. They stab deep into your eyes. The blood mixes with your tears as you die."; End the story saying "You have died." Instead of exiting: say "You can't leave Rapunzel behind! How can you escape with her?" Instead of cutting Rapunzel's Hair: say "You grab onto Rapunzel's long locks, and swiftly cut them."; remove Rapunzel's Hair from play; now Cut Hair is in Rapunzel's Room. Cut Hair is an object. Instead of exiting: If Cut Hair is in Rapunzel's Room: say "Grabbing her unconscious form, you secure the hair as the Witch watches on in shock. You escape out the window with your beloved, never to see the Witch again."; end the story finally saying "You have won. You are with your love." Section 6- The Little Mermaid The Ship is a room. It is north of The Right Path and south of The Bedroom. "[if The Ship is unvisited] As you reach the end of the path, you see a large decorated ship before you. The ocean dances before you and mixes with seafoam. Sea glass twinkles in the sand at your feet.[end if][if The Ship is visited]As you approached the ship, the everlasting dusk turned to midnight. The air is warm despite the time. The sight of the ship sends a thought shooting through your mind. You must board the ship if you are ever to get home.[end if]" Instead of smelling in The Ship: say "The smell of salt water and smoke reminds you of home." Instead of smelling in The Bedroom: say "The smell of salt water and smoke is stronger here." Memory of Past is a scene. Memory of Past begins when entering The Bedroom. Table of Memory of Past Events event "The wedding of the princess to the prince who holds you hostage was a grand occasion. Wine and food flows, but you are forced to dance of pained feet." Memory of Past ends when the number of filled rows in the Table of Memory of Past Events is 0. Instead of waiting in The Bedroom: say "You hesitate, and in the moment you do, the Princess wakes up. Seeing the dagger in your hand, she screams. She screams loudly enough to bring the guards running. You are caught and dragged into the prison on the ship. You will never escape again. You feel the cold shackles on your feet."; end the story saying "You have been imprisoned." The Bedroom is a room. It is north of The Ship."[if The Bedroom is unvisited] You enter the bedroom of the prince and princess as they sleep. The room is larger than anything you would have ever received, and stained glass windows sparkle from the side of the ship. You can just barely see with the moonlight streaming in. [end if][if The Bedroom is visited]Your sisters gave you a task. If you kill your beloved sleeping there, you might be able to go home.[end if]" The ship door is a closed, unlocked door. The ship door is north of The Bedroom and south of The Ship. The description of the ship door is "The door to the newlywed bedroom. Your fate lies beyond this door." The stained glass window is a door. It is in the Bedroom. It is east of the Bedroom and west of the ocean. The ocean is a room. It is west of the Bedroom. The Princess is a woman. She is in the Bedroom. Instead of examining Princess: say "The woman who married the man you love. She always looks at you with worry in her eyes." Instead of talking to Princess: say "She is asleep." The Prince is a man. He is in the bedroom. Instead of examining Prince: say "The man you moved on to land to be with, and your imprisoner." Instead of talking to Prince: say "He is asleep." Instead of examining the dagger in the Bedroom: say "A dagger given to you by your sisters. You must use it." Instead of thinking: say "What should you do? It's your life or his." Instead of attacking the Prince: say "You plunge the blade deep into the prince's chest. He gasps, and you can hear blood gurgling in his lungs. His eyes fly open to never close again. The princess stays asleep, unaware that her groom has died. The legs you once wanted so much tingle. You need to get to the water."; remove the Prince from play; now The Corpse is in The Bedroom. The Corpse is an object. Instead of exiting: if The Corpse is in the Bedroom: say "You can't go that way. The guards will see the blood on your hands."; Instead of entering the stained glass window: if The Corpse is in the Bedroom: say "You jump out the window, and as the water hits your legs, they turn into a beautiful tail. You did it. You escape from him. You swim home to your family, but you know you will never be the same."; end the story finally saying "You have won. You escaped." Instead of exiting: say "You can't leave at this point." Instead of entering the stained glass window: say "You can't do it. You throw yourself out of the window. As you hit the water, you turn into seafoam. You will never see your family again."; end the story saying "You have died." Section 7- Little Red Riding Hood Path to Grandma's is a room. It is north of The Rightmost Path."[if The Path to Grandma's is unvisited] As you walk down the path, you see a cabin in the distance. Fields of flowers and fallen leaves are off of the edges of the dirt path you walk on. The bread you are bringing to Grandma is in the basket on your arm.[end if][if The Path to Grandma's is visited]As you continue on the path, the everlasting dusk turned to midnight. The air is beginning to turn cold around you. The sight of the flowers sends a thought shooting through your mind. Mother told you not to stray from the path.[end if]" Instead of smelling in Path to Grandma's: say "The smell of burnt bread and blood makes you feel sick." Instead of smelling in Grandma's Cabin: say "The smell of burnt bread and blood is stronger here." In the Path to Grandma's is a Basket of Bread. It is an object. Instead of examining basket of bread: say "You can't wait to eat dinner with Grandma." In the Path to Grandma's is flowers. It is an object. Instead of examining flowers: say "You shouldn't, but you want to pick some flowers." After taking flowers: say "You pick the flowers despite your mother's warning. You feel strange, but brush it off." Grandma's Cabin is a room. It is north of The Path to Grandma's."[if The Grandma's Cabin is unvisited] You walk down the path until you reach Grandma's Cabin. You smile at the garden outside as you open up the wooden door and enter. The fireplace scatters warm light across the dining room table where you place the bread. [end if][if The Grandma's Cabin is visited]Grandma is already seated at the table waiting for you. You feel sick to your stomach with hunger. You sit down at the table.[end if]" Grandma is a woman. She is in Grandma's Cabin. In Grandma's Cabin is a table. The table is fixed in place. Instead of waiting or eating [the basket of bread] in Grandma's Cabin: say "You and Grandma eat a lovely dinner together. Bread and vegetables and meat is shared between the two of you. But something feels...wrong. You don't know why, but you smell blood."; end the story saying "You have reached the end, but what happens next?" Instead of asking Grandma about "hunger": say "Oh, darling. The hunger is natural. Don't worry, it will pass." Instead of asking Grandma about "flowers": say "Always remember what your mother tells you. It can be dangerous to ignore the warnings of those who know better." Instead of asking Grandma about "leaves": say "Always remember what your mother tells you. It can be dangerous to ignore the warnings of those who know better." Every turn while the player is in Grandma's Cabin: if the player has been in Grandma's Cabin for 5 turns, say "You feel strange. You feel...sick. You and Grandma eat a lovely dinner together. Bread and vegetables and meat is shared between the two of you. But for some reason, you are still hungry. How can you possibly ease this hunger? As you get hungrier and hungrier, the pain in your stomach spreads to the rest of your body. Fur and claws stab through your skin, and before you know it, you are a wolf. Your mouth waters as you look at Grandma. Her face is calm. You want to stop yourself, but you devour Grandma. All you can smell is her blood."; end the story saying "You have sacrificed another.". Every turn while the player is in Grandma's Cabin: if the player has been in Grandma's Cabin for 5 turns and the player does not have anything, say "Something is strange. As you sling the red hooded cloak over your chair, you feel fur and claws stab through your skin. Every part of your body is in pain. Every breath is pain. Before you know it, you are a wolf. Your mouth waters as you look at Grandma. Her face is calm. You want to stop yourself, but you lunge at Grandma. She simply smiles and slings the cloak back over your shoulders. She calls your name. The pain cools and fades, and you once again are a person. You know now what you are."; end the story finally saying "You have won. You know yourself."