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Untitled
by
Connor Gerard Roland Satterlee
Played 1,373 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"" by Connor Satterlee Part - Mechanics Chapter 1 - Beginnning of Story The Player carries a cigar and a lighter. The player wears a denim jacket. Chapter 2 - Memories A memory is a kind of thing. A memory can be retreived or buried. A memory is usually buried. Suggestion relates various things to one memory. The verb to suggest (he suggests, they suggest, he suggested, it is suggested, he is suggesting) implies the suggestion relation. The last day of high school is a memory. It is suggested by the tumbleweed. Chapter 3 - Plans A plan is a kind of thing Requirement relates one plan to various things. The verb to require (he requires, they require, he required, it is required, he is requiring) implies the requirement relation. Staying the night is a plan. Staying the night requires the emergency blanket and the canned oranges. The roll of duct tape and the gas can are required by a plan called Fixing the truck. Get on top of the building is a plan. Get on top of the building requires the Key. Part - Setting Chapter 1 - Around the Tower Around the Tower is a region. Middle of Nowhere, Backtracking, Crumbling Concrete, Base of the Tower, and Weed-strewn Rust are in Around the Tower. Middle of Nowhere is a room. A vehicle is a kind of thing. Your truck is a vehicle. Your truck is in Middle of Nowhere. It is described. Crumbling Concrete is north of Middle of Nowhere. "There seems to be an opening in the concrete." Base of the Tower is north of Crumbling Concrete. A room called Weed-strewn Rust is east of Crumbling Concrete and southeast of Base of the Tower. Backtracking is south of Middle of Nowhere. A tumbleweed and a rusty tin can are in Base of the Tower. Base of the Tower is a room. "You feel a large amount of electricity in the vacinity from the nearby electrical tower." Some yellowing weeds are in Weed-strewn Rust. They are fixed in place and undescribed. A huge electrical tower is in Base of the Tower. It is undescribed and fixed in place. Some scattered papers are a thing. They are in Staging Area. The description of scattered papers is "DHARMA INITIATIVE STATION #11 - THE WELL SAHARA DESERT Dear Dr. Friedlander, We have discovered a phenomena occuring deep in the Sahara near our station. It looks like your predictions were right. Tammyline" A withered cactus is a thing. It is in Crumbling Concrete. A person is kind of thing. Tom Segura is a person. It is a male. Tom Sugura is in Middle of Nowhere. It is fixed in place. "Tom Segura says 'EY YUH'" Roof is regionally in Around the Tower. Chapter 2 - Office Interior Office Interior is a region. Staging Area, Foreman's Office, Break Room, and Storage Room are in Office Interior. Staging Area is inside from Crumbling Concrete. Foreman's Office is north of Staging Area. Break Room is east of Staging Area and south of Storage Room. Roof is above Foreman's Office. Tower Vicinity is a region. Around the Tower and Office Interior are in Tower Vicinity. A half-collapsed desk is a supporter in Foreman's Office. On the desk is a rusted key. A wire mesh cage is a container in Break Room. In it is an emergency blanket. The cage is closed. The cage is openable. The cage is fixed in place and transparent. A window is a kind of thing. A dust-covered window is a window in Foreman's Office. A tiny frosted window is a window in Break Room. A window can be open. A window is usually closed. The tiny frosted window is open. A window can be openable. A window is usually openable. The tiny frosted window is unopenable. A window can be small or large. A window is usually small. A horse is in Storage Room. A plant is a kind of thing. A Jimmer Jammer is a kind of plant. There is a Jimmer Jammer is in Foreman's Office. Roof is a room. Canned oranges is a thing. They are in Roof. Bronze key is a thing. It is in Foreman's Office. A door is a kind of thing. It is usually closed. It is usually openable. A trapdoor is a door. It is below Roof and above Storage Room. A door can be open. A door can be openable. The trapdoor is locked. The Bronze key unlocks the trapdoor.