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Intruders
by
etshawin
Played 62 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
[Set Variables] [--------------OUTSIDE?----------------------] Outsidecheck is a truth state that varies. Outsidecheck is false. Turns left is a number that varies. Turns left is 100. Pathfinding is a list of text that varies. Pathfinding is {"Kitchen", "Dining Table", "Living Room", "Bathroom"} When play begins: say "You have [Turns left] turns left." [----------------------BEDROOM------------------------] Your Bedroom is a room. "The night swallows the room whole, with the bed silhouette against the wall, barely in sight. The sound of crickets are cut short by the sound of large, heavy footsteps. Something deliberate is approaching. You can smell rotten flesh from here, the smell seeping itself into your nose. You get up from the bed and the room slowly comes into focus as your eyes adapt to the darkness. You take a single step, brushing the soft carpet in the room before bumping into an object, it seems to be a drawer." [------------------ANTIQUE CHEST-------------------] The Antique Chest is in Your Bedroom. The Chest is a closed locked openable container. The description of The Antique Chest is "An old wooden chest with golden inscriptions glowing in the dark. The wood is rotting and little bits of wood stick out, ready to cut any hands that slide across the surface of the chest." [-----------------CREAKY DRAWER------------------] The Creaky Drawer is in your Bedroom. The Creaky Drawer is a closed openable container. The description of The Creaky Drawer is "It is covered with cobwebs! There are various scratches on the front of the drawer. The handle is barely clinging on." [----------------RUSTY SILVER KEY-----------------] The Rusty Silver Key is in the The Creaky Drawer. The Rusty Silver Key unlocks The Antique Chest. The description of The Rusty Silver Key is "A rusted key that has not been used in a long time. It is surround by beheaded dolls. Their heads are placed evenly around the key. They are seemingly looking straight at you. Their eyes follow you as you look around." [---------------OPENING MESSAGES---------------] Before opening The Antique Chest for the first time: say "A faint laugh comes from inside the chest. It sounds like a little girl." After opening The Creaky Drawer: say "There seems to be a rusty silver key inside." After unlocking The Antique Chest with The Rusty Silver Key: say "You hear a click come from the old mechanism." After opening The Antique Chest: say "The chest creaks open uncertainly, someone is nearby. Inside lays a small wooden box, seemingly locked with a combination lock. There is a note, with numbers on it." [-------------BLOODY NOTE-----------------------------] The note is in the Antique Chest. The description of the note is "A note floating in blood, the front is dry and it seems to display an equation that follows: 264 + 11. Type them with enter (number) into the small wooden box." [----------SMALL WOODEN BOX----------------------] The small wooden box is in the Antique Chest. The small wooden box is a locked closed container. The description of the small wooden box is "A small wooden box, which is seemingly locked with a combination lock. The box is covered with blood." [-----------BOX COMBINATION CODE----------------] The small wooden box has a number called the combo. The combo is 275. Typing on it is an action applying to one number and one thing. Understand "enter [a number] into [something]" as typing on it. Check typing on it: if the second noun is not the small wooden box: instead say "The [the second noun] does not have a combination lock."; if the second noun is unlocked: instead say "[The second noun] is already unlocked." Carry out typing on it: if the number understood is the combo of the small wooden box: now the second noun is unlocked; Report typing on it: if the second noun is unlocked: say "The lock clicks and the walls of the box rip off and slam into the ground, clattering on the floor. Only the bottom of the box remains with a white key on top."; now the small wooden box is open; otherwise: say "You type the number on the keypad, but nothing happens." Instead of closing the small wooden box: say "It's not possible, the walls are scattered on the floor. Putting it back together is a waste of time."; [------------------HALLWAY------------------] The Hallway is a room. "A long hallway stretching into the dark. You cannot see the end of it. You see a half open closet next to you on the west, a metal door with bars (barred room) east, and stairs leading down into the darkness ahead, locked behind a gate door." [--------------WHITE DOOR-----------------] The White Door is a locked door. The White Door is north of Your Bedroom. The White Door is south of The Hallway. [--------------WHITE KEY-------------------] The white key is in the small wooden box. The description of the white is "A bit larger than the rusty silver key, and is strangely made out of metal that was painted white. You can see the paint of it peeling off. It certainly has gone through a lot." The white key unlocks the white door. Before opening The White Door for the first time: say "You hear a laugh coming from downstairs, you need to leave." After opening the white door: say "You open the white door and it creaks as it opens. The door requires a lot of force as the hinges are barely operating." [------------------------CLOSET-------------------] The closet is a room. "You flail your arms around the darkness of the closet. The closet reeks of decay. Piles of tattered, blood stained clothes lay on the floor, the owner too lazy to bother hanging them up, but your hands find a jacket, drenched with a thick elixir. The floor crawls with insects, scattering when you open the door. As you reach further into the closet, you feel a spiky object, revealing itself as a beartrap." [------------------STAINED JACKET---------------] The stained jacket is in the closet. The stained jacket is wearable. The description of the stained jacket is "Classy, but personally, you would never be caught wearing this. Also, there seems to be a ton of blood on it. Beetles crawl within the pockets of the old jacket." [--------------BROWN SLIT DOOR------------------] The brown slit door is a door. The brown slit door is closed. The brown slit door is west of the hallway. The brown slit door is east of the closet. [---------------------BEARTRAP----------------------] The beartrap is in the closet. The description of the beartrap is "Quite sharp, the smell of rusted metal invades your nostrils. This might come in handy." After going from the closet: say "You hear a sudden shift come from downstairs, the person or thing makes unearthly sounds. You can barely hear whispers of a woman." [----------------------BARRED ROOM------------------] The barred room is a room. "The smell of rotten flesh invades your nose. You can hear the whizzing of flies around the room. Beyond the rusted bars, a dead body sits twisted on the ground, with it's eyes looking up into yours. The body lies against the ripping wallpaper, which seem like they were slashed by claws. The foot of the dead body is placed on top of it's twisted head, held up like it was a shrine. The room is painted in red, streaked with handprints. A singular bed rests to the side of the body and an unidentifiable meat covers the room. Is it flesh? A single key is placed in the mouth of the body." [--------------------DEAD BODY FOOT------------------------] The dead man's foot is in the barred room. The description of the dead man's foot is "A rotting foot lies before you, flesh mottled and blackened with decay. Engravings are burned into the skin of the body part, as if deliberately carved. The word torment seems to be etched into the foot with cruel precision, like some grotesque work of art, barbarous, but beautiful in its own wretched way." Instead of taking the dead man's foot, say "Why the hell would you ever pick this up?" [--------------------BARRED DOOR---------------------] The barred door is a door. The barred door is east of the hallway. The barred door is west of the barred room. [-------------------THE GATE DOOR-----------------------------] The gate door is a door. The gate door is locked and closed. The gate door is north of the hallway. The gate door is south of the stairs. The description of the gate door is "A door that leads to the stairs. The gap between the bars is too small to fit your arm through. The door is made fully of rusted metal that invades your nostrils. The bars from some sort of creature with wings in the center of the door. The keyhole is placed in the mouth of the creature." [----------------------THE GATE KEY----------------------------------] The gate key is in the barred room. The description of the gate key is "A key with an intricate design. The metal of the handle seems to form a creature with wings. The divots the key shape a swirl." The gate key unlocks the gate door. [----------------STAIRS--------------------------------------] The stairs is a room. "The stairway leads downstairs, floorboard popping out in random directions, like broken bones. The air grows damp and cold as you approach it. It’s unsafe, especially with who knows what at the bottom. Do you really think you should go down?" [---------------THE FOYER----------------------------------] The foyer is a room. "A small area lined with cracked black tiles, rats scurrying around your feet. You can barely see a figure in the darkness of the house, but when you blink, it disappears. Clanking echoes through the foyer from the kitchen.[line break][line break]There seems to be a blueprint of this house drawn on the wall in crayon. It is a two by two square, showing the rooms south of me. In the top left, it is the living room. In the top right, it is the dining room. In the bottom left, it is the bathroom. Lastly, the kitchen is in the bottom right." The foyer is down from the stairs. [-----------------EXIT DOOR---------------------------------] The exit door is a door. The exit door is locked and closed. The exit door is north of the foyer and south of the outdoors. The description of the exit door is "The only path to your freedom. The door is a shade of baby blue, with a window that seems as if it was bashed in. It is now boarded up, but the glass remains on the ground." [--------------------THE MICROWAVE------------------------------] The microwave is in the kitchen. The microwave is a locked closed container. The description of the microwave is "A locked microwave with letters for the keys instead of numbers. Rotten food clings to the sides of the microwave. Spiders crawl around. It seems they have chosen the it as their home." Instead of taking the microwave, say "It does not budge from the wall. It is clearly part of it." [---------------EXIT KEY--------------------------------------] The exit key is in the microwave. The exit key unlocks the exit door. The description of the exit key is "A special glimmering key in the moonlight that shines hope upon you. For such a disgusting home, it doesn't seem that bad to pick it up." [-----------MICROWAVE COMBINATION CODE----------------] After examining the microwave: now the command prompt is "Enter the 4-letter code. >"; continue the action. After reading a command when the command prompt is "Enter the 4-letter code. >": increment the turn count; if the player's command matches "Ezra": now the microwave is unlocked; say "The microwave beeps, and a light illuminates the inside of the microwave, lighting up the display glass. Through the glass you can see a key, surrounded by flies and spiders. The flies buzz around before gluing themselves to the ceiling of the microwave."; now the command prompt is ">"; reject the player's command; otherwise: say "The microwave remains closed and does not respond."; reject the player's command; [----------------THE LIVING ROOM--------------------------] The Living room is a room. The Living room is south from the foyer and west from the Dining room. “A disgusting excuse for a living room. The sofa is crawling with maggots, cushions split open like stab wounds. The coffee table is rotting away, legs unsteady. The wallpaper is peeling, revealing damp wood underneath, no doubt filled with more bugs, and alive with mold. On the sofa is a singular envelope with a piece of torn newspaper glued onto it.” The envelope is in the living room. The description of the envelope is "Police were called to the Green residence late Saturday night after a call from a distressed young child believed to be around six years old, who reported an [quotation mark]intruder[quotation mark] within his house. Upon arrival, officers discovered the dismembered bodies of Mr and Mrs. Green alongside their daughter Lucy Green around the house. Ezra Green, the sole survivor, was found hiding in an upstairs closet, trembling and unable to disclose any information about the attack. Investigators confirmed there were signs of forced entry, other than muddy footprints of large boots leading from the front door through several rooms of the house, with no damage to the house. [line break][line break]On the bottom of the torn shred of newspaper, a large Z is drawn in blood." [-----------------THE BATHROOM----------------------------] The Bathroom is a room. The Bathroom is south from the living room and west from the Kitchen. “The bathroom is a grave of flies, mildew, and grime. The sink and toilet are cracked, basins filled with murky water that has long gone still. Mold creeps from the floor to the ceiling like veins. The soap has melted into a grey sludge, covered in spiders’ eggs. Something scurries in the drain. On the cracked toilet lid, another piece of torn newspaper is taped to the surface.” The toilet lid is in the bathroom. The description of the toilet lid is "Authorities have confirmed that Ezra Green has been placed under supervision of child protective services and is receiving ongoing psychological support. However, the attack is likely unprovoked, due to their lack of evidence connecting them towards any criminal activity or long term disputes. [line break][line break][quotation mark]There was nothing out of the ordinary with the family, they were amazing people. I don’t know what kind of monster would have done this,[quotation mark] says Melissa Franklin, their neighbour, shaken up from last night’s events. [quotation mark]It was horrifying, I was coming home from a late night in the office and I just heard screaming coming from the house,[quotation mark] John Franklin stated, who saw a dark figure wearing a trench coat before ensuring his family’s safety.[line break][line break] On the back of the slip of paper, an A is written lazily in red." Instead of taking the toilet lid, say "You pull on it, but it does not budge." [--------------------THE DINING ROOM---------------------] The Dining room is a room. The Dining room is east from the Living room and north from the Kitchen. “The dining room feels abandoned, as if someone got up mid-meal. A long, dark table stretches across the room, with eight chairs surrounding it. The table still has plates of foods, or what is left after rats, flies, and mold. The chandelier is covered in dust, flickering slightly, casting shadows that look too similar to hands. On a clean plate, another torn shred of newspaper is placed.” The clean plate is in the dining room. The description of the clean plate is "Detective L. Marlow, lead investigations on the case, confirmed forensic teams are still analyzing the scene. [quotation mark]We are pursuing all leads,[quotation mark] he stated during a brief press conference Sunday afternoon. [quotation mark]At this time we cannot rule out any possibilities.[quotation mark] Investigations continue as they track down the vicious murder still on the loose, fleeing in a Toyota Supra from the crime scene. Marlow advises people in the neighbourhood to lock all entrances while the serial killer is still unapprehended. [line break][line break] An R is written in blood on the bottom of the newspaper slip." [------------------------THE KITCHEN-------------------------] The Kitchen is a room. The Kitchen is south from the Dining room and east from the Bathroom. “Rot has claimed the kitchen like a king. The smell burns through your nose to the back of your throat. Meat has gone sour, dairy products bloomed in mold, fruit turned soft and black. Flies hum from within the microwave, but looks as if it was brand new, and rats dart underneath the counter and into cupboards. Every drawer you open jams, and every cabinet reeks. The pristine white microwave pops out in a musty dark room like this, it's locked and has letters for buttons instead of numbers. The on wall there is a piece of newspaper pined to a board.” The piece of newspaper is in the kitchen. The description of the piece of newspaper is "Neighbours have begun leaving candles and flowers upon the Green residence, in remembrance. [quotation mark]It hasn’t been this quiet for years,[quotation mark] John added, glancing towards the abandoned Green residence. [quotation mark] Now every creak, every footstep, every shudder makes it feel like he’s still walking around in there, ready to kill such an innocent family.[quotation mark] Police are urging residents to remain calm while the investigations are still underway, and to report any suspicious activity immediately. [line break][line break]There seems to be a red circle around the letter e in immediately. There seems to be an addition note on the shred of newspaper saying 'Hope this helps you, rearrange them to find the key :)'” [----------------------THE OUTDOORS-------------------------] [the outside is a direction from inform 7 :sob:] The outdoors is a room. “Outside, the air doesn’t feel any cleaner than inside. The street is empty, streetlights flickering weakly. Weeds grow through the sidewalk, flowers droop onto the cold soil, and every sound echoes in the still night. The house creaks slightly, as if something just moved inside. There is bus to your east, despite it's rugged look, it sparks hope.[line break][line break]The bus isn't the only thing that stands out, there seems to be a brand new Toyota Supra parked lazily on the grass near the home. You can recognize it, the trunk can be opened.” The trunk is in the outdoors. The trunk is a openable. The trunk is closed. The description of the trunk is "The trunk of the brand new car. For a place so putrid and dark, it stands out." After opening the trunk, say "Inside the trunk a briefcase lays, alongside a loaded gun, a photo album, and a electronic key for the bus (rusted door)." The loaded gun is in the trunk. The description of the loaded gun is "A standard handgun. Green, my old last name, is etched into the side of the gun. [line break][line break][quotation mark]Now, what could you do with that?[quotation mark] The voice laughs. It's right, I don't know how to shoot one." The photo album is in the trunk. The description of the photo album is "The word FAMILY is bolded on the cover of the album. Inside, photos of a child fill the book. As you flip through the book, you see photos of a young boy, happily playing, laughing, and going about. Until you hit February 8th, 2000. There is only one photo. The boy stares straight at you, mouth slack, eyes wide like he is seeing something that isn’t there. Something that might kill him. Maybe it’s best to look at the past." After taking the photo album, say "Sure, for memories sake." The briefcase is in the trunk. The briefcase is openable. The description of the briefcase is "A professional leather briefcase, the kind a detective would use in the movies, sits on the seat. Nothing stands out, and it looks clean, blending in with the rest of the car." After opening the briefcase, say "Inside, thousands upon thousands of papers sit, in two meticulously perfect stacks. In another pocket, something softer catches your eye. There is a stuffed animal from your childhood, worn, yet still warm. Among the papers, a thin stack stands out. Adoption papers." The adoption papers are in the briefcase. The description of the adoption papers is "CERTIFICATE OF ADOPTION. This document certifies that EZRA GREEN has been legally adopted by THE MITCHELL FAMILY on the 8th of February 2000." The stuffed animal is in the briefcase. The description of the stuffed animal is "A stuffed tiger from your childhood. It smells freshly washed, detergent and memories seeping out. It's quite soft, even though it’s fairly worn. One eye is replaced by a black button." After taking the stuffed animal, say "For old times sake." Instead of taking the briefcase, say "You don't have space for this, and it's too heavy to carry with you." Instead of taking the trunk, say "How the hell do you pick up the trunk?" After going to the outdoors: now outsidecheck is true; The electronic key is in the trunk. The electronic key unlocks the rusted door. The description of the electronic key is "Looks modern, what's up with this entire car? It feels wrong..." [-----------------------THE BUS-------------------------------] The rusted door is a door. The rusted door is east of the outdoors. The rusted door is west of the bus. The rusted door is closed and locked. The description of the rusted door is "Locked and rusted. What isn't disgusting in this place?" The bus is a room. “The bus sits lifeless on the cracked road, headlights split. Inside, the air is filled with rust and fuel floating around like a nightmare. Seats are torn, stuffing spilling out like blood in wounds. Dried mud coats the side of the seats, the windows are cracked. A single overhead light in the bus illuminates the inside, buzzing like a trapped insect. The driver’s seat is empty, but the engine still clicks and shudders, as though trying to start on its own. The figure has walked out the home, looking towards you from the front porch. It gives you a sad wave as it walks towards the Supra and pulls open the door, giving you one last look before getting into the driver seat. The engine lights up and you hear as the car skids away, tire marks in the mud.” After going to the bus, end the game saying "You step onto the bus and immediately, something feels different. The air sharpens, as the fog that has clung to your skin begins to lift. Through the window, you glance back at your house, standing suddenly small, a memory, not a monster. You look towards the house in recognition. It used to be different.[line break][line break][quotation mark]You've done well today.[quotation mark] The voice is gentle, close, like it has been waiting for you. You blink, and your eyes open to the soft glow of warm lights, the world changing once again. A well dressed woman sits in front of you, hands on a notebook that she is tapping with a pen. She looks at you, her eyes kind, but sharp. Observant. [line break][line break][quotation mark]You've been doing better today. You’ve faced what once terrified you, which I think is extremely brave of you. The wounds you’ve carried for so long are healing, and they can no longer harm you. You've overcome your past, and finally stepped beyond its walls. Though I suspect that they will always follow you, like trauma always will. After all, it’s part of you. You will never leave the house Ezra, but you can learn to embrace the trauma, and grow past it.[quotation mark][line break][line break]She gives you a warm smile as she pours a cup of tea for you. The faint aroma, earthy, and oddly nostalgic fills the small room, steam rising from the cup, the heater humming softly. You’re safe. That’s for sure. She slides the cup towards you across the glass table.[line break][line break][quotation mark]I've seen what's going on within your mind. I had to go in there to find you, wandering along the hollow walls of your childhood home, the cracked glass that barely keeps you together. Tell me, Ezra, how are you feeling after this?[quotation mark] Silence stretches between you. You glance around the room, the soft lamp light, the degrees framed littering the wall, the faint ticking of the clock. Everything feels calm. [line break][line break][quotation mark]I’m not sure,[quotation mark] you admit, unsteadily. [quotation mark]But I feel lighter.[quotation mark][line break][line break]She nods, her smile softening.[quotation mark]That’s good. Maybe we can adventure somewhere else in your past.[quotation mark] She answered getting up, smoothening the front of her black jacket. You take this as a sign that the session was over.[line break][line break] [quotation mark]Well done today,[quotation mark] she says, as she walks you to the door. Then, playfully, she adds, [quotation mark]Don’t forget to pay me, Ezra. I’ll see you next week.[quotation mark]The floor creaks beneath her as she moves, showing heavy steps that echo faintly, like boots on old wooden floors. You freeze as she twists around in front of the door, giving you a tight smile. Her boots are thick soled, with mud dried along the edges. As you leave, her words echo in your mind. [quotation mark][italic type]You will never leave the house, Ezra.[roman type][quotation mark]" [-------------------BEAR TRAP FUNCTIONALITY--------------] Arming is an action applying to one thing. Understand "arm [a thing]" as arming. Understand "trap [a thing]" as arming. Check arming: if the noun is not the beartrap: Instead say "Arm what? You don't see that here."; if the player does not carry the beartrap: Instead say "What beartrap?"; Carry out arming: move the beartrap to the location; now the beartrap is fixed in place; Report arming: say "The beartrap is armed and ready for a target." [------------------THE INTRUDER-----------------------------] Intruder is a person. Intruder can be incapacitated. Intruder is not incapacitated. Place is a number that varies. Place is 0. Table of the Intruder's Movement destination Kitchen Dining Room Living Room Bathroom [IL is Intruder Location] IL is a number that varies. IL is 1. Every turn: increment place; if the Intruder can be seen by the player, say "he stares at you. [quotation mark]Did you really think you could escape from me?[quotation mark] [line break]"; if the Intruder can be seen by the player, end the game saying "The figure lets out a low laugh before swinging the bat to your head. The impact splits your world in half, sounds collapse and light narrows down into the shrinking tunnel. Cold air curls at your feet as you’re dragged across the wooden floor, the boards groaning at your weight as you stare at the cracked ceiling. You can’t move, can’t scream, only watch the ceiling blur as a voice breaks out towards you. [quotation mark] You're okay now. Come back. [quotation mark]"; if the location of the intruder is the location of the beartrap: say "You hear a satisfying crash as the beartrap closes on the supposed foot of the intruder. It yells in agony with distant voices, mixing between a man and a woman's. You have 5 moves before it recovers."; move the beartrap to the bus; now place is -5; if place > 4: if outsidecheck is true: if place is 1: say "[quotation mark]Where are you going?[quotation mark]"; if place is 2: say "[quotation mark]You're leaving them![quotation mark]"; if place is 3: say "[quotation mark]Come back![quotation mark]"; if place is 4: say "[quotation mark]Come back to me![quotation mark]"; if place is 5: say "[quotation mark]STOP IT![quotation mark]"; if place is 6: say "[quotation mark]Come back to reality![quotation mark]"; if place is 7: say "[quotation mark]Wake up![quotation mark]"; if place is 8: say "[quotation mark]PLEASE, COME BACK![quotation mark]"; if place is 9: say "[quotation mark]I MISS YOU AND THEY MISS YOU TOO![quotation mark]"; if place is 10: say "[quotation mark]Come back! Come back![quotation mark]"; if place is 11: say "[quotation mark]Let me get this straight[quotation mark]"; if place is 12: say "[quotation mark]Someone intruded in your home...[quotation mark]"; if place is 13: say "[quotation mark]And you didn't do anything?[quotation mark]"; if place is 14: say "[quotation mark]Why were you the only survivor?[quotation mark]"; if place is 15: say "[quotation mark]It's all your fault![quotation mark]"; if place is 16: say "[quotation mark]Remember them?[quotation mark]"; if place is 17: say "[quotation mark]You left them there?[quotation mark]"; if place is 18: say "[quotation mark]Are you ready to move on?[quotation mark]"; if place is 19: say "[quotation mark]Are you ready to wake up?[quotation mark]"; if place is 20: say "[quotation mark]It wasn't in your control...[quotation mark]"; if place is 21: say "[quotation mark]Don't blame yourself![quotation mark]"; if place is 22: say "[quotation mark]WAKE UP![quotation mark]"; if place is 23: say "[quotation mark]COME BACK![quotation mark]"; if place is 24: say "[quotation mark]GET UP![quotation mark]"; if place > 24: say "[quotation mark]GO![quotation mark]"; otherwise: now place is 0; repeat through Table of the Intruder's Movement: let last space be the location of the Intruder; choose row IL in the Table of the Intruder's Movement; increment IL; if IL is 5: now IL is 1; if the Intruder can be seen by the player, say "The disheveled figure wanders to the next room. The figure is wearing a black trench coat, with the tail of it drenched something-you can't quite make it out. The figure is tall, almost to the ceiling and is wielding a gigantic bat. That seems to be all as the rest of it's body looks unreal, like a shadow. It does not have it's own voice, only whispers of other's.[line break]"; if the last space is not nothing, say "You hear movement from [the last space].[line break]"; now the Intruder is in the destination entry; let new space be the location of the Intruder; say "You hear unearthly whispering from the [the new space].[line break]"; if the Intruder can be seen by the player, say "He stares at you. [quotation mark]Did you really think you could escape from me?[quotation mark] [line break]"; if the Intruder can be seen by the player, end the game saying "The figure laugh as he swings a bat into your head. Your vision fades into a tunnel, and you feel cold air at your feet. It drags you across the wooden floor as you stare the ceiling [quotation mark] You're okay now. Come back. [quotation mark]"; break. [------------------------TIMER-----------------------] Turns left is a number that varies. [actual count] tc is a number that varies. [TC is turn count till announcement ] tc is 0. Turns left is a number that varies. [actual count] TC is a number that varies. [TC is turn count till announcement ] TC is 0. Every turn: decrement Turns left; increment TC; if TC > 9: now TC is 0; if Turns left < 1: end the game saying "[quotation mark]I'M DONE PLAYING GAMES WITH YOU EZRA! [quotation mark] A cold breeze washes over you as something slimy clamps onto your shoulder, yanking you backwards before you can react, slamming you hard against the cold floor. Your breath catches as a figure looms over you, a foot on your stomach. A face briefly forms in the shadow within the darkness of its form, not quite human, with no eyes or mouth, only a broad fragment of a nose. It laughs, a broken sound, and kneels down, propping itself right in front of you. A cold hand slides over your face, and the voice shifts calm now, steady, wrong in its own softness, like a stolen song. [quotation mark]You've spent too long here, come back. [quotation mark] "; say "You have [Turns left] turns to get out of here";