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Secrets Within Closed Doors (TRIAL)
by
Brianna Tabitha
Played 301 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Secrets Within Closed Doors" [INTRODUCTION] When play begins: say "[italic type]When taking or using a key with a name like ('qq' key) make sure to use the quotation. Be sure to use the directions --> North, South, East, West, Northwest, Northeast, Southwest, Southeast, in, and out.[roman type] " Village is a room. "It is the present year, 1958. You spent your whole childhood growing up in the village. Your friends pressured you to explore the abandoned castle North of the village. People who enter the castle, so the story goes, never return. You're not intimidated or afraid; you just wanted to show them wrong. You venture outside to investigate the castle and its capacity." Terrace is north of Village. Terrace is a room. "You enter a dark garden. To your North, you can see an opening that leads into what looks like the castle's gates. To your right, there is a large wooden door." A key is in Terrace. The description of key is "A bronze key dangling from one of the branches of the tree stood in front of you." The key unlocks the Basement Trapdoor. Wooden Door is a door. The description of Wooden Door is "A bright light shining from a small window on the door. There is nothing peculiar about this door." Wooden Door can be locked or unlocked. Wooden Door is closed. Wooden Door is locked. The Wooden Door is inside of Terrace and outside of Library. The Castle Front is north of the Terrace. The description of Castle Front is "A bright light shines upon you as you walk in. You see staircases on your left and right. And as you observe the area, you notice a dull, rustic part of the castle with stairs leading to a trapdoor. There is a kitchen to your West and a bedroom to your East. To your South is the terrace." The Terrace is south of Castle Front. The Basement Trapdoor is a door. Basement Trapdoor can be locked or unlocked. Basement Trapdoor is closed. Basement Trapdoor is locked. Basement Trapdoor can be unlocked with the Basement Key. The description of Basement Trapdoor is "The basement trapdoor is in front of you, and you realise that the key that you took has the words 'BM' Key." The Basement Trapdoor is inside of Castle Front and outside of Cellar. Cellar is a room. "A glimpse of light reflected from a polished ladder. You wonder why a new and durable ladder would be stored in a dull, rustic place like this. On top of the ladder sat a silver ('WD') key. Exploring more leads to a servants' door." A Metal Ladder is in Cellar. The description of Ladder is "A polished ladder is sitting in a rustic place. You should grab it; maybe it'll be of use later." The Metal Ladder unlocks the Small Book. A 'WD' Key is in Cellar. The description of 'WD' Key is "These letters seem familiar?.." The 'WD' unlocks the Wooden Door. Servants' Door is a door. The description of Servants' Door is "You might need to crawl and watch your head when entering." Servants' Door can be locked or unlocked. Servants' Door is closed. Servants' Door is locked. Servants' Door is inside of Cellar and outside of Hallway. Hallway is a room. "A long hallway leading from the servants' door this must be where the servants used to live. You can see four doors. Door 101 = Southeast. Door 102 = Southwest. Door 103 = Northeast. Door 104 = Northwest." Door 101 is a room. "A drawer, a bed, and candles instead of lightbulbs. This place looks very old-fashioned. The hallway is right behind you (to the South)." Door 101 is southeast of Hallway. Hallway is south of Door 101. The candlestick is on the drawer. The description of candlestick is "You see nothing special about the candlestick. Just an ordinary item." The drawer is fixed in place. The drawer is in Door 101. Door 102 is a room. "It's a completely identical room to the other rooms-- nothing special. The hallway is right behind you (to the South)." Door 102 is southwest of Hallway. Hallway is south of Door 102. Door 103 is a room. "There was a distinct smell-- something dying. You look under the bed and under the drawer. There it was, a dead rat with a [bold type] key [roman type] in its mouth. The hallway is right behind you (to the South)." Door 103 is northeast of Hallway. Hallway is south of Door 103. A 'CT' Key is in Door 103. The description of 'CT' key is "It looks like the rat was biting on it. The key was rusting, and it most likely became poisonous. [bold type] C [roman type] abine [bold type] T [roman type]?" The 'CT' Key unlocks the Wooden Cabinet. Door 104 is a room. "Again, just an identical room, the same placement, everything. The hallway is right behind you (to the South)." Door 104 is northwest of Hallway. Hallway is south of Door 104. Kitchen is a room. "A huge kitchen is upon you. It looked like any other kitchen, just bigger, better, and more appropriate for people living in castles. You open each cabinet to see if there were clues for you. There was one cabinet that wouldn't budge. You continued to explore while retaining this knowledge in your mind. To your South is the Castle Front." Kitchen is west of Castle Front. Castle Front is south of Kitchen. A cupboard is a kind of container. A cupboard is openable. A cupboard can be locked and unlocked. Wooden cabinet is a cupboard. Wooden cabinet is in kitchen. The description of wooden cabinet is "Locked and shut. Be sure to unlock and [bold type] open [roman type] the cabinet!" Wooden Cabinet can be locked and unlocked. Wooden Cabinet is closed. Wooden Cabinet is locked. A Gemstone is in Wooden Cabinet. The description of Gemstone is "Your initial observation is that there is also texture around the gemstone. The gemstone is blue and shiny; where else have you heard that?" Gemstone unlocks the Dent on Throne. Bedroom is a room. "All this bedroom has is a canopy bed, closed cabinets, and many new innovations; one can find nothing special about this castle bedroom. To your South is the Castle Front." Bedroom is east of Castle Front. Castle Front is south of Bedroom. A Jar of Cookies is in Bedroom. The Jar of Cookies is edible. After eating anything: say "Pretty sure they were poisonous because they were way past their expiration date. (You should undo this move to continue)."; end the story saying "You have been poisoned". Library is a room. "There are many books on the shelves. There was a clutter of paper on the floor. One of the papers said, 'Sapphire Gem, Its Shiny Blue Colour Famous During The 1700s'. Your curiosity grew as you read this article and realise that this must be what the village was gossiping about." The Small Book is a door. The description of Small Book is "You should try to use the ladder to reach this object. (Handle the small book as though it were a door --> unlock [italic type] it [roman type] with [italic type] something [roman type])." Small Book can be locked and unlocked. Small Book is closed. Small Book is locked. Small Book is inside of the Library and outside of the Journal Pages. Journal Pages is a room. The description of Journal Pages is "Within the pages of the books, there is a 'DG' Key." A 'DG' Key is in Journal Pages. The description of 'DG' Key is "There is a cutout on the journal pages that has the perfect dimensions for the Dungeon Key." The 'DG' Key unlocks the Chamber Door. Chamber Door is a door. The description of Chamber Door is "(The names: Dungeon and Chamber is identical with different wording)." Chamber Door can be locked and unlocked. Chamber Door is closed. Chamber Door is locked. Chamber Door is inside of the Journal Pages and outside of Dungeon. Dungeon is a room. The description of Dungeon is "The room is full of everything blue and shiny. The throne was [bold type] missing a gem. [roman type] While looking around, you see a man rocking back and forth, hugging his knees, and mumbling to himself. [bold type] You should take the key carefully. [roman type]" Xiker is a person. Xiker is in Dungeon. After taking 'SV' Key: say "WHO'S RUMMAGING THROUGH MY STUFF??" Instead of asking Xiker about "Missing Gem": say "I know NOTHING about that." Instead of asking Xiker about "The Missing Gem": say "I know NOTHING about that." Instead of asking Xiker about "Gem": say "I know NOTHING about that." Instead of asking Xiker about "SV Key": say "Everyone who comes around always asks for that. Why can't they leave me alone?.. Just EXAMINE IT, no big deal. Now leave me [bold type] alone. [roman type]" Instead of asking Xiker about "the SV Key": say "Everyone who comes around always asks for that. Why can't they leave me alone?.. Just EXAMINE IT, no big deal. Now leave me [bold type] alone. [roman type]" Instead of asking Xiker about "the 'SV' Key": say "Everyone who comes around always asks for that. Why can't they leave me alone?.. Just EXAMINE IT, no big deal. Now leave me [bold type] alone. [roman type]" Instead of asking Xiker about "'SV' Key": say "Everyone who comes around always asks for that. Why can't they leave me alone?.. Just EXAMINE IT, no big deal. Now leave me [bold type] alone. [roman type]" A 'SV' Key is in Dungeon. The description of 'SV' Key is "You remember about that door in the cellar.. Could it for that?" The 'SV' Key unlocks the Servants' Door. A monument is a kind of container. Dent on Throne is a monument. The description of Dent on Throne is "It's empty, try dropping something to fill the space." Dent on Throne is in Dungeon. Dent on Throne is fixed in place. Instead of dropping Gemstone: end the story saying "Upon closer inspection, the dent on the throne has ancient writings-- unlike anything you have ever read. As soon as you drop the gemstone on the dent, Xiker begins to express gratitude. --> Best wishes! It has taken generations for anyone to locate the lost jewel, and you are the first. You deserve it, so take this scroll and boast to everyone!"