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Intruders
by
etshawin
Played 14 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
[Set Variables] Turns left is a number that varies. Turns left is 100. A counter is a number that varies. 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." Your Bedroom is a room. "It is dark at night, the room is pitch black with the bed silhouette barely in sight. The sound of crickets and a faint sound of large footsteps can be heard." 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 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." 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." [Text from opening stuff] 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." 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." 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." The small wooden box has a number called the combo. The combo is 275. [Understand "small wooden box" as the safe.] 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."; The Hallway is a room. [Door Actions] The White Door is a locked door. The White Door is north of Your Bedroom. The White Door is south of The Hallway. [The white key that finishes the first room] 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 "A long hallway. You cannot see the end of it. You see a closet next to you on the west, a metal door with bars (barred room) east, and stairs leading down ahead." The closet is a room. "You flail your arms around in the darkness of the closet, only to be met with a jacket of some sort, drenched in a thick elixir. You reach around the room and poke yourself on a cold metal-like object. Your intrusive thoughts get the better of you and you feel around the spiky object, revealing itself as a beartrap." 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. 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." The barred room is a room. "The smell of rotten flesh invades your nose. You can hear the whizzing of flies around the room. There seems to be a dead body on the ground and the room is painted in red." The barred door is a door. The barred door is east of the hallway. The barred door is west of the barred room. The stairs is a room. "The stairway leads downstairs, floorboard popping out in random directions. It's unsafe, especially with who knows what downstairs. Do you really think you should go down?" The stairs is north of the hallway. The foyer is a room. "A small area with black tiles. You can barely see a figure in the darkness of the house. You hear clanking in the kitchen." The foyer is down from the stairs. [Define intruder :)] Intruder is a person. Intruder can be incapacitated. Intruder is not incapacitated. Intruder has a number called place. Place is 1. To move (room - a text): if place is less than 4: Increase place by 1 say "You hear the intruder move towards the [entry[place]]." otherwise: Set place to 1 Every turn: Increase counter by 1. If counter is more than 4: Set counter to 0.