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Multimodal Project
by
Eric Karinen
Played 1,571 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Multimodal Project" by Eric Karinen When play begins: say "You pull into a long winding driveway that ends at a quaint mansion. You're new assignment is too investigate the death of Miss O'Leary. Her Husband is away on business, so you have the place to yourself." Examination Count is a number that varies. Examination Count is zero. After examining: Increase Examination Count by 1; If Examination Count is greater than 6: If player is in the Foyer: say "You notice the Clockhand is loose." ; now the Clockhand is in the Foyer. The description of the Clockhand is "A metal hand from the grandfather clock, has stress marks around the hand, maybe it's a key of somekind?" The Foyer is a room. "A room with high ceilings, an elegant chandelier, a spiral staircase, and a grandfather clock." The grandfather clock is in the Foyer. The description of the grandfather clock is "A mahogany frame with shiny gold gears and a bellowing sound." The Ornate Rug is in the Foyer. The description of the Ornate Rug is "Definitely seen some things, looks like it's been moved recently." The Living Room is east of the Foyer. "A fire is lit and there's a body outline on the hearth." The Body Outline is in the Living Room. The description of the Body Outline is "A chalk outline of where they found Miss O'Leary, there's a a few blood stains scattered around it. The report said the body was almost too destroyed to even recognize, lucky we have dental records!" Instead of taking the Body Outline, say " Hey! That's tampering with evidence!" The Kitchen is north of the Foyer. "Filled with the hustle and bustle of servants, it's hard to find room to stand." The Knife is in the Kitchen. The description of the Knife is "A sharp butcher's knife that sits on a cutting board." The Study is west of the Foyer. "A cozy room filled with books on various topics ranging from ancient chinese culture to celebrity memoirs." The House Blueprint is in the Study. The description of the House Blueprint is "a detailed map of the house and surrounding property. It looks like another page was attached detailing an addition, but its been ripped away." The Master Bedroom is east of the Second Floor Hallway. "A lavish room complete with Bearskin rug!" The Cat is in the Guest Room. The description of the Cat is "A purebred manecoon that looks like it knows more than it should." Instead of taking the Cat, say " It hisses violently as you attempt to pick it up." The Second Floor Hallway is above the Foyer. "a slender hallway with three doors." The Master Bathroom is north of the Master Bedroom. "So much chrome you'd think this place was owned by Google." The Wrench is in the Master Bathroom. The description of the Wrench is "Someone was clearly doing some maintenacne recently." The Servant's Quarters is west of the Second Floor Hallway. "A stuffy room croweded with beds and random trinkets from the servants." The Crowbar is in the Servant's Quarters. The description of the Crowbar is "A solid piece of metal, I wonder what it's doing up here?" The Guest Room is south of the Second Floor Hallway. "The bed isn't made, looks like someone was here recently." The Storage Closet is east of the Guest Room. "A small space that has miscellaneous objects stored in it. Maybe if I crawl in deep enough I'll find Narnia." The Fake Blood is in the Storage Closet. The description of the Fake Blood is "What is this doing here? It matches the color from the stains downstairs." The Shoe is in the Master Bedroom. The description of the Shoe is "A red stiletto heel, it's a different size than the ones in the closet." The Cellar is below the Foyer. "A creepy, damp space. You hear a muffled noise echoing off the walls." Before going to the Cellar: If player does not carry the Clockhand, stop the action. Before examining the Ornate Rug: If the player carries the Clockhand, move the player to the Cellar; Before examining the Ornate Rug: If the player carries the Clockhand, say "You find a trapdoor beneath the rug and use your Clockhand as a key on the lock."; The Cage is east of the Cellar. "You see Mrs. O'Leary tied up in the corner, the lights drained from her eyes, but a glimmer of hope appears as you enter the room." Miss O'Leary is in the Cage. The description of Miss O'Leary is "If she's alive down here, it's my job to get her out. I should take her with me." Before going to the Cage: If the player does not carry the knife, say "You open the door to see Miss O'Leary tied up in the corner. You rush over to her and attempt to untie her but the knots are too strong. You hear the Cellar door open up and footstep down the stairs. The door to the Cage shuts and you get locked in with Mrs. O'Leary."; Before going to the Cage: If the player does not carry the knife,end the story; Before going to the Foyer: If the player carries Miss O'Leary, say "Congrats! You've found Miss O'Leary! She tells you her gardner planned the whole thing. He had planend to sell her to the highest bidder, but thanks to you, he'll get what he deserves!"; Before going to the Foyer: If the player carries Miss O'Leary, end the story;