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One Way Home
by
Taylor swiftie
Played 302 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The Lobby is a room. "You are a tired and starving soldier stuck in a bombed hospital in a foreign country. It is after a brutal war, and your troop left without you after the bombing. You have no way home, and you're stuck with a wrecked aircraft that is mendable outside the hospital, but you have no experience with planes. There is a sign in front of you. You hear groaning noises coming from your left." The sign is fixed in place in the Lobby. It is scenery. The description of the sign is "Thinking outside the box isn't the solution for everything". The surgery room is a room. The white door is a closed door. The white door is east of the surgery room and west of the lobby. Georgi is a person. Georgi is in the surgery room. A torch is in the surgery room. The torch can be switched on. After taking the torch: say "You seized the torch as Georgi tossed it to you and wished you good luck. You feel lucky, thinking that it shall not take too much effort to find his glasses for the hospital isn't that big." After going in the surgery room: if the player carries the pair of glasses: say "You hurried back to return the glasses to Georgi [paragraph break] 'Geez mate! You came here just in time! I've just finished fixing the plane. What is that? You found my glasses? Oh, splendid! Thank you, my dear mate! Well, I guess everything is ready. Hop on the plane mate, you and I are going home!'"; end the game in victory; otherwise: say "You see a tattered man leaning against the wall, desperately. [paragraph break] 'Hiya mate, you must be one of the leftovers too, aye? Look, my name is Georgi, and I'm a pilot. I might seem old, but I can still fly. The problem is, I can't find my glasses! I sure can't fly without my glasses, can I? So my dear mate, if you are kind enough to help me search for my glasses while I go try to fix that pile of wreck, I would be more than happy to fly you home. How's that deal, eh? Now here. Take this torch. You might need it when you go deeper.' [paragraph break]" North of the Lobby is the receptionist's area. The receptionist's area is a room. In the receptionist's area is a gas mask. The gas mask is an object. The gas mask can be worn. "You arrive at a receptionist's area. There is a waiting area and a desk covered with dust that was shaken off from the wall in the corner of the room. Moving towards the desk, you notice a familiar object: a gas mask. It was to be carried with the soldiers every second during the previous war, in case the enemy release poisonous gas that leads to death almost instantly." After taking the gas mask: say "You figure some of the hospital rooms might contain the deadly gas, so you decide to take the gas mask along with you." The inpatient ward is a room. The wooden door is a closed openable lockable locked door. The green key unlocks the wooden door. The wooden door is north of the inpatient ward and south of the Lobby. In the inpatient ward are many shabby hospital beds and a tin box. The hospital beds are things. The tin box is an openable closed container. "You arrive at an inpatient ward. The room is filled with beds of white sheet, showing a lack of vigor and a bit of quirkiness. You notice a rusty tin box lying on the floor." Before going through the wooden door: if the wooden door is closed: if the player carries the green key: say "(first unlocking the wooden door with the key, then opening the door)[paragraph break]You smell an acquainted odour...it's the poisonous gas!"; now the wooden door is unlocked; Before going through the wooden door: if the player carries the gas mask: say "You immeadiately and subconsciously put on the gas mask before you go inside the room. You're glad that you grabbed the mask earlier."; otherwise: say "You smell an acquainted odour, but before you even realised, the poisonous gas came into your nose, getting its way to your lungs. You feel a sense of suffocation as your eyesight blurs. Shortly afterwards, you fall down on the floor trembling and spitting cotton with your eyes rolled up, slowly losing consciousness..."; end the game in death. After opening the tin box: say "You painstakingly opened the tix box with rust crawled over, but found out there's nothing but a dead rat lying peacefully in the center. It might be a little companion to one of the soldiers that used to be here, or perhaps it's only unfortunately caught and jailed in the box and starved to death, but none of these matter. It's just a useless junk for you." Instead of examining the tin box: say "You painstakingly opened a tin box with rust crawled over, but found out there's nothing but a dead rat lying peacefully in the center. It might be a little companion to one of the soldiers that used to be here, or perhaps it's only unfortunately caught and jailed in the box and starved to death, but none of these matter. It's just a useless junk for you." The office is a room. The double door is a door. The double door is south of the surgery room and north of the office. The sutoa is in the office. "You arrive at an office with few desks and chairs inside. You notice that there's a sutoa with an opened drawer. What's a sutoa, anyways?" The drawer is a container. The drawer is part of the sutoa. In the drawer is a green key. On the sutoa is an appetizing sandwich. The description of the sutoa is "Japanese drawer tower!!! Unique right?" The description of the drawer is "Already opened for you." The description of the key is "I wonder what door I open?" The sandwich is edible. The description of the appetizing sandwich is "Yum, looks tasty!" After eating the sandwich: say "You eat the appetizing sandwich and die because it was inedible after the bombing!."; end the game in death. The unknown room is a dark room. The iron gate is a door. The iron gate is east of the inpatient ward and west of the unknown room. The description of the unknown room is "The room is rayless and dim, you can't see a thing. Maybe try switch on the torch Georgi gave you." Before going through the iron gate: if the unknown room is dark: if the player carries the torch: say ""; now the unknown room is lighted. Instead of switching on the torch: if the torch is switched on: say "The torch is already switched on." ; otherwise: now the torch is switched on; say "You opened up your torch, and scanned the appearance of the room. It seems to be a pharmacy room, stocks of medicine piled up on shelves, many of which are shattered over the ground due to the bombing. You feel like you're near to the object you've been finding for such a long time, maybe in the rightmost corner of the room." East of the unknown room is the pharmacy room. The pharmacy room is a room. In the pharmacy room is a pair of glasses. The pair of glasses is an object. The description of the pharmacy room is "You find a reflected ray of light as your torch scanned through, walking close, you find a pair of glasses, finally!" After taking the glasses: say "You pick up the glasses with tremendous joy in your heart, you decide to go back to Georgi with his glasses."