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goblins meal
by
freshshrimp
Played 18 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"A Goblin's Meal" by Simon, Conner, Avin The story creation year is 2025. [CENTRAL CHAMBER] The Central Chamber is a room. The Central Chamber is south of the red door. "You are in the Central Chamber. The Central Chamber is vast and cold, its walls glistening with moisture from the condensation of the air. To the north looms a massive red door, its paint faded and flaky, while a golden door to the east glows faintly from the dim lights of the torches. Narrow hallways stretch south and west, looking like black holes that go on forever. The entrances are framed by cracked pillars and creeping vines that have grown wildly on the walls. You look around and see that there is a red door to the north and a gold door to the east. There are hallways to the south and west. " The gold door is a door. The gold door is locked. The gold door is east of the Central Chamber. The description of the gold door is "A gold door with a gold keyhole." The red door is a door. The red door is a locked closed door. The red door is north of the Central Chamber. The description of the red door is "A red door with a dark red keyhole." [WEST ROOM] [used to obtain the gold key that unlocks the operating room] The West Room is west of the Central Chamber. "An old bed sits against the far wall, its blanket rumpled but recently used. A wooden cabinet stands nearby. From somewhere above, water drips through cracks in the ceiling, landing with a steady drip into a metal bucket placed neatly on the floor. " The old bed is here. old bed is a enterable supporter. the old bed is scenery. Understand "bed" as the old bed. The description of the old bed is "The bed has an old wooden frame, but the mattress looks to be brand new. Your legs feel tired, and you consider taking a seat.” The gold key is an object. The gold key unlocks the gold door. The description of the gold key is “It’s so shiny you can even see yourself in the reflection.” The wooden cabinet is a locked container. The wooden cabinet is scenery. Understand "sitting on [something]" as entering. After entering the old bed: say "You sit on the old bed, feeling a bump just beneath the blankets." Instead of exiting when the player is on the old bed: say "You stand up beside the bed."; move the player to the West Room, without printing a room description. The blanket is in West Room. blanket is scenery. Understand "blankets" as blanket. Instead of taking blanket: say "You grab the blanket, and you hear a sharp clank as something falls onto the stone floor. You see a gold key."; now the gold key is in the West Room; now the player carries the blanket. Instead of looking under blanket: say "You grab the blanket, and you hear a sharp clank as something falls onto the stone floor. You see a gold key."; now the gold key is in the West Room; now the player carries the blanket. The cabinet is a closed locked container. The cabinet is scenery. The cabinet is in the West Room. The description is "A simple wooden cabinet, with rusty brass handles." The bucket is in the West Room. The bucket is scenery. The bucket is a object. The description of the bucket is "It’s heavier than it looks, filled halfway with murky water that smells like coffee... Weird.” Instead of taking bucket: say "You decide not to take the bucket, doing so would create a massive puddle in the room." [OPERATING ROOM] [used to obtain the finger that unlocks the vault] The Operating Room is a room. The Operating Room is east of the gold door. "The room is filled with the scent of iron and a faint chemical odor, smoke visible by the dim light of a hanging lantern. At the center of the room stands a large operating table, its surface crusted with bloody stains that have turned brown. Leather straps hang loose from its sides, some still buckled and others ripped through. The table is surrounded by cracked vials and twisted needles, their contents still slightly glowing. You notice a severed goblin finger in the middle of the table, resting besides a sharp scalpel." The operating table is in the Operating Room. The operating table and door are scenery. The goblin finger is a portable object. The goblin finger is on the operating table. The description of the goblin finger is “Its pad shows a perfect swirl of ridges. Where would you ever need to use this?” The goblin finger unlocks the safe. The operating table is a fixed in place object. The description of the operating table is “It looks like it came straight out of a horror movie.” The scalpel is an object. The scalpel is on the operating table. The description is "It is sharp enough to cut through skin. Maybe even a goblin’s skin.” [READING ROOM] The Reading Room is a room. The Reading Room is south of the Central Chamber. "You can smell the musty scent of paper and decayed wood coming off the two walls of bookshelves covering both sides of the room. A nearly spent candle flickering atop a small wooden table dimly illuminates the room. To the side of the table sits an old armchair, clearly worn down with age. A green book balances on the armrest, glowing with light as it invites you to read it. You look carefully at the bookshelf and read: [italic type] 'Some books on this bookshelf may be lying, others may be telling the truth. You have one try at taking the correct book. It is strongly advised to think carefully.'[roman type] You see three books below the message: a purple book to the left, a brown book in the middle, and an orange book to the right. " Understand "bookshelves" as the bookshelf. The bookshelf is a transparent open container. The bookshelf is fixed in place. The description of the bookshelf is "You closely examine the bookshelf, spotting three books that seem to jump out at you. A purple book to the left, a brown book in the middle, and an orange book to the right. On the bookshelf, it is enscribed '[italic type]Some book on this bookshelf may be lying, others may be telling the truth. You have one try at taking the book with the key. It is strongly advised to think carefully.' [roman type]" The purple book, brown book, and orange book are objects in the bookshelf. Instead of opening the purple book: say "Maybe try examining it instead.". Instead of opening the brown book: say "Maybe try examining it instead." . Instead of opening the orange book: say "Maybe try examining it instead." . The description of the purple book is "You examine the title: it reads 'The key is in the brown book'". The description of the brown book is "You examine the title: it reads 'The key is in the orange book'". The description of the orange book is "You examine the title: it reads 'The key is not in this book'". The green key is an object. The green key unlocks the green door. The description of the green key is “This one smells a bit like goblin sweat.” Instead of taking the orange book: say "You take the orange book book and open it, but you find only blank pages. You hear a sudden grumbling. The bookshelf creaks and tips over onto you."; end the story; Instead of taking the brown book: say "You take the brown book and open it, but you only find illegible scribbles. You hear a sudden grumbling. The bookshelf creaks and tips over onto you."; end the story; Instead of taking the purple book: say "You take the purple book. Tucked between the pages is a small green key!"; now the green key is in the Reading Room. The green book is in the Reading Room. The green book is a opaque closed openable container. Understand "dictionary" as the green book. The green book is scenery. The description is "A green book, glowing with light, inviting you to read it." Understand the command "read" as something new. Understand "read [something]" as opening. Instead of opening the green book: say "You open the book and read: Только оранжевая книга говорит правду. Huh? You wonder to yourself, what could this be saying. You think back to your middle school Russian classes, but realize that you cheated on all the assignments with Google Translate. Maybe it'll help you out once more. After translating the message, you look over to the bookshelf again, examining each book carefully."; now the bookshelf is in the Reading Room. [DINING ROOM] The Dining Room is a room. The Dining Room is south of the Reading Room. "You enter a dining room with a small kitchen in the corner. An assortment of plates, cups, bowls, and cutlery fill the single metal sink. A lone chair sits next to the dining table. A half filled glass of wine sits solitarily on the wooden table. Along the wall is a rifle collection with...one rifle missing? Your stomach growls, reminding you of your hungry state. Maybe it wouldn't hurt to take a sip of some wine." The bottle of wine is an object. The bottle of wine is in the Dining Room. The wine is edible. The description is "This bottle of wine is a premium Yellow Tail and smells surprisingly rich for its age.” Understand "drink [something]" as drinking. Instead of drinking the wine: try eating the wine. After eating wine: say "You take a gulp of the wine, feeling a sense of relief as the liquid quenches your thirst." [STORAGE ROOM] The safe is a locked closed opaque container. The safe is in the Storage Room. The description of the safe is “It looks like it needs fingerprint verification to open. However, the oversized fingerprint pad is far too large for a human thumb.” The red key is in the safe. The red key unlocks the red door. The description of the red key is “It’s cold and feels slimy. Is that paint or blood?” After opening the safe: say "You see a red key inside, but you also notice a note taped to the back of the safe. Upon further examination you see that it reads, 'When paths divide, follow the one that mirrors where you have been.'" The coat rack is scenery. The coat rack is in the Storage room. The description of the coat rack is “Looks like an ordinary coat rack you’d find at your grandparent’s house.” The jars of pickles is scenery. The jars of pickles is in the Storage Room. The description of the jars of pickles is “They look like they’ve been waiting centuries for someone to finally open them.” Instead of opening the jars of pickles: say "You open a jar and instantly regret it. The strong stench of the pickles makes you run all the way back to the central chamber."; now player is in the Central Chamber. The Storage Room is a room. The Storage Room is south of the Dining Room. "You stumble through the doorway into a small, empty room. A singular lamp casts shadows onto the cold stone walls of what seems to be a storage area. You closely examine your surroundings, spotting a bare coat rack, a safe tucked into the corner, and 67 jars of pickles." [HALLWAY] The Baby Goblin's Room is west of the Hallway. The Goblin Room is east of the Hallway. The Hallway is a room. The Hallway is north of the red door. "You step into a grand hallway that has definitely seen better days. The red door slams to a shut behind you. The polished marble floors are scuffed with dust and dirt. Above, fancy chandeliers flicker on and off, hanging tilted from the decaying ornate ceiling. The air is cold, and you can detect the faint scent of chemicals. Along both sides, shattered pottery and broken statues lie scattered all over the place, as if something violent had occurred. As you walk along, you see the paintings… They line the hallway from end to end, each one neatly framed without a single blemish. Impossibly clean compared to the rest of the hall. Each portrait is monochrome: pale, grey and lifeless. As you walk along the hall, you notice that the subjects are diverse. Men and women, children and the elderly, rich and poor alike. Approaching the end of the hallway, you take a look at the second last painting. A young mother cradling a baby. 'What do these paintings mean?' you think to yourself. Then your heart stops. [bold type] The last portrait is one of yourself. [roman type] [italic type] 'Why am I here? What's going to happen?' [roman type] Instead of freaking out, you regain your focus and at the end of the hallway, beyond the portraits, stand two identical green doors. The one on the right is marked with a carved cross, and the left with a sword etched deep into the wood. The aura between them is tense and unmoving, as if the entire dungeon is waiting for your choice. You recall the clues you found in the safe in the SOUTH room. Maybe they can help you out here." After going to the Hallway: try looking; now the red door is closed; now the red door is unopenable. [BOSS GOBLIN ROOM] The Goblin Room is a room. The Goblin Room is east of the hallway. "The chamber reeks of rot and sweat, lit by torches jammed into the cracks and crevices of the dusty stone walls. Bones and torn clothes are scattered across the floor, trophies from those who have ventured here before. At the far end of the chamber, an old, brick staircase leads to a massive stone door; its edges glowing with faint rays of sunshine. Between you and the staircase stands a towering goblin, its hulking frame silhouetted by the rays of sunshine peaking through from the door above. 'WHERE IS MY BABY' the boss goblin cries out, clearly in distress. (try talking to the boss goblin)". The boss goblin is a person in the Goblin Room. The boss goblin can be happy or angry. The boss goblin is angry. Understand "talk to [someone]" as asking it about. Instead of asking the boss goblin about something: if the something is the baby goblin: say "The boss goblin says, 'I lost my baby goblin 6 days ago, one day he was with me, and then the next he was not. I think Master took him away. 'DO YOU HAVE MY BABY GOBLIN?' "; otherwise: say "'I don’t care about that!' the boss goblin snarls.". Instead of saying no: say "'THEN YOU ARE USELESS!' the boss goblin hollers. It licks its fingers, grabs you by your neck and promptly eats you."; end the story saying "You got eaten alive". Instead of saying yes: say "'Oh THAT IS WONDERFUL, WHERE IS IT?' the boss goblin demands."; if player does not carry the baby goblin: say "The boss goblin stares at you. But you do not have the baby goblin. It suddenly picks you up by your neck and inspects you carefully. After failing to find its baby goblin, it gobbles you down like a snack."; end the story saying "You died.". Instead of showing the baby goblin to the boss goblin: say "The boss goblin snatches the baby goblin from your hands, jumping up and down with joy. 'THANK YOU SO MUCH!' it exclaims."; now the boss goblin carries the baby goblin. Instead of giving the baby goblin to the boss goblin: say "The boss goblin snatches the baby goblin from your hands, jumping up and down with joy. 'THANK YOU SO MUCH!' it exclaims."; now the boss goblin carries the baby goblin; say "With the boss goblin now occupied with the baby goblin, the door to freedom is no longer obstructed."; now the green key unlocks the dungeon door. The dungeon door is a door. The dungeon door is locked and closed. The dungeon door is east of the Goblin room. Instead of opening the dungeon door: say "You win."; end the story saying "You have escaped the dungeon.". [BABY GOBLIN ROOM] The Baby Goblin's Room is a room. The Baby Goblin's Room is west of the hallway. "The chamber is dark and moist, and the stench of urine and feces fills the air. A single beam of sunshine shines from a thin crack in the rocks above, creating a thin line on the filth covered floor. You see empty cans and used syringes littered all over the room but the smell is unbearable, so you decide to leave. However, right before you close the door, you hear a sound. 'WAAAAAHHHHHHH' It sounded just like a baby. You make your way to the corner of the room where the cry came from, and to your surprise, you see a chubby green goblin baby trapped inside a dog carrier. As you meet its eyes, a wave of pity washes over you. Clearly this baby has been through a lot of suffering. You feel an urge to free the baby, and you see that the dog carrier is secured with a ziptie. 'Hmmmm…How can I open this?' " The dog carrier is a transparent closed locked container. The dog carrier is in the Baby Goblin's Room. The description of the dog carrier is “Its bars are slightly bent and smeared with a gooey green substance. It smells like a nasty blend of wet dog, expired yogurt, and socks after hitting the gym.” The scalpel unlocks the dog carrier. The ziptie is an object. The ziptie is undescribed. The ziptie is in the Baby Goblin's Room. Instead of cutting the ziptie: try unlocking the dog carrier with the scalpel. Instead of taking the dog carrier: say "You try to lift the dog carrier up with the baby goblin inside. However, the goblin starts jumping up and down, causing you to lose your grip. The dog carrier falls back onto the ground. " The baby goblin is a object. The baby goblin is portable. The baby goblin is inside the dog carrier. After opening the dog carrier: say "You are startled as the baby goblin jumps out of the carrier, quickly jumping onto your back. You try to shake the baby goblin off, but it is firmly latched onto your jacket. 'MOMMMMMMMYYYY, I WANT MY MOMMYYYYY' you hear from the baby goblin. You feel a pang of pity for the baby goblin, clearly it has been seperated from its mother for a while now. But where could the mother be?'"; now the player carries the baby goblin. After going to the Baby Goblin's Room: try looking; now the description of the Hallway is "You are in the Hallway again. There are doors to your left and right." [INTRODUCTION] When play begins: say "You wake up in a cold, dimly lit cave, the air thick with the smell of decay and damp stone. A dull ache pulses through your head and you realize you can’t remember how you got here. Flickering torches cast dancing shadows across the room, revealing faded markings you can’t read."