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Insane Asylum
by
James and Chris
Played 1,603 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Insane Asylum" by James and Chris Maximum score is 160. Include Exit Lister by Eric Eve. When entire game begins: Say "You wake up in an insane asylum. You do not know how or why you are there, or even how long you have been there. The last thing you remember is taking some pills that your doctor prescribed you. The pills were supposed to be a breakthrough cure for terminal cancer. All you know is that you have to get out of this place. NOTE: play by the 'rules' and try to get the max score of 160.". The Patient Room 1 is a room. The description of the Patient Room 1 is "A patient room in an insane asylum, white washed and padded. There is a bed in the corner with straps on it, and a door to the east.". The patient bed is fixed in place and in the Patient Room 1. The description of the patient bed is "A small dingy bed, seems like it would be painful to sleep on." The patient bed is not described. The Patient Room 2 is east of the Patient Room 1. The description of the Patient Room 2 is "Another patient room. Same dreadful color. To the north there are some pants in a pile and door. While in the other corner there is raving man tearing at his straps. Another patient room is to the east." The Security Door is a closed, locked door. The Security Door is north of the Patient Room 2 and south of the Main Hallway. The janitor key unlocks the Security Door. The description of the Security Door is "NOTICE TO JANITORS: Make sure to keep keys on person, you are the only thing stopping a patient escape." The patient x bed is in Patient Room 2. The patient x bed is fixed in place. The description of the patient x bed is "The same small dingy bed as the ones in the other rooms, but this one is occupied with a clinically insane looking man." The patient x bed is not described. The Crazy Patient is scenery. The Crazy Patient is on the patient x bed. The description of the Crazy Patient is "Arghhh you will never make it out alive!!" Understand "raving man" as crazy patient. Understand "man" as crazy patient. The pair of pants are in the Patient Room 2. The description of the pair of pants is "A pair of pants of heavy blue denim, might be a good idea to have these to blend in." The pair of pants is not described. Rule for deciding whether all includes the pair of pants: it does not. The Patient Room 3 is east of the Patient Room 2. The description of the Patient Room 3 is "This patient room looks like it was cleaned in a hurry, maybe they left something behind. There is a table in one corner and a bed in another. ". The janitor key is on the unmade bed. The janitor key is not described. The description of the janitor key is "NOTICE: FOR JANITORIAL SERVICE ONLY". The unmade bed is fixed in place and in the Patient Room 3. The description of the unmade bed is "Huh, there appears to be something shiny stuck behind this bed, looks like a key." The unmade bed is not described. Rule for deciding whether all includes janitor key: it does not. The table is scenery. The table is in the Patient Room 3. The Main Hallway is north of the Security Door. The description of the Main Hallway is "The hallway seems to be empty. The hallway continues to the west and east.". The West Hallway 1 is west of the Main Hallway. The description of the West Hallway 1 is "More hallway. There is a picture on the wall. The hallway continues to the north". The picture is scenery. The picture is in the West Hallway 1. The West Hallway 2 is north of the West Hallway 1. The description of the West Hallway 2 is "More hallway. There is a locked door to the east. The hallway continues to the north". The office door is a closed, locked door. It is east of the West Hallway 2. The description of the office door is "Doctor Kevorkian, AOP, DPH". The master key unlocks the office door. The Doctor's Office is east of office door. The description of the Doctor's Office is "This appears to be Dr. Kevorkian's office. There is a desk and a chair in the middle of the room, a shirt sitting in one corner, and a table in another corner.". The desk is scenery. The desk is in the Doctor's Office. The desk is fixed in place. The chair is scenery. The chair is in the Doctor's Office. The chair is fixed in place. The medicine table is in the Doctor's Office. The medicine table is fixed in place. The description of the medicine table is "Littered with many adverts for breakthrough mental health medicines, also has an open bottle of sedatives on it." The medicine table is not described. The shirt is a thing. The shirt is in the Doctor's Office. The description of the shirt is "A nice white dress shirt, should help cover up the toll of this place." The shirt is not described. The bottle of sedatives is a thing. The bottle of sedatives is on the medicine table. The bottle of sedatives is not described. After taking the bottle of sedatives: increase score by 5. The West Hallway 3 is north of the West Hallway 2. The description of the West Hallway 3 is "More hallway. There is a janitor's cart here. The hallway continues to the north and east, but there are nurses talking to the east and guards to the north, so it is best to stay away.". The janitor's cart is a container. A janitor's cart is in West Hallway 3. The janitor's cart is fixed in place. The description of the janitor's cart is "A sturdy cart, there seems to be many tools here, including a screwdriver, maybe one of these tools would help your escape?". There is a screwdriver in the janitor's cart. The screwdriver is not described. After taking the screwdriver: increase the score by 10. The description of the screwdriver is "A plain rusty Philips screwdriver, looks like it is used to clean the vents around the Asylum." The Nurse Hallway is east of the West Hallway 3 and west of the East Hallway 2. The description of the Nurse Hallway is "A hallway that nurses frequent." Capture is a scene. Capture begins when the player is in the Nurse Hallway for the first time. When Capture begins: if the player is not carrying the bottle of sedatives: say "Nurses catch you and lock you away in Maximum Security for the rest of your life."; decrease the score by 20; end the story; otherwise: decrease the score by 5; say "You knocked the Nurses out with the sedatives, this hallway is now safe."; The Front Entrance is north of the West Hallway 3. The description of the Front Entrance is "The main entrance to the Asylum, guards and a secretary are here.". Arrest is a scene. Arrest begins when the player is in the Front Entrance for the first time. When Arrest begins: if the player is not carrying the bottle of sedatives: say "The secretary screamed, alarming the guards who arrest you and lock you way forever."; decrease the score by 20; end the story; otherwise: decrease the score by 5; say "You knocked the guards out with the sedatives and the secretary runs out the door crying about maniacs and crappy health benefits. The Front Entrance is now safe."; The East Hallway 1 is east of the Main Hallway. The description of the East Hallway 1 is "More Hallway. There is a door to the east. The hallway continues to the north.". The Storage Room is east of the East Hallway 1. The description of the Storage Room is "This storage room is filled with random unimportant medical supplies. An overworked doctor appears to be asleep on a cot.". The Sleeping Doctor is in the Storage Room. The Sleeping Doctor is fixed in place. The description of the Sleeping Doctor is "An overworked, underappreciated Doctor, they usually have a master key to every door on them." The Sleeping Doctor is not described. The master key is on the Sleeping Doctor. The master key is not described. The description of the master key is "If found please return to Dr. Victor F.". Rule for deciding whether all includes master key: it does not. The East Hallway 2 is north of the East Hallway 1. The description of the East Hallway 2 is "More Hallway. There is a door to the east. The hallway continues to the north and west, but there are nurses talking to the west, so it is best to stay away.". The Common Room is east of the East Hallway 2. The description of the Common Room is "This is the common room, it seems to be empty. There is some chairs, a TV, and a window that overlooks freedom.". The chairs is scenery. The chairs is in the Common Room. The chairs is fixed in place. The TV is scenery. The TV is in the Common Room. The TV is fixed in place. The Window is scenery. The Window is in the Common Room. The Window is fixed in place. The East Hallway 3 is north of the East Hallway 2 and east of the Front Entrance. The sturdy door is a closed, locked door. It is east of the East Hallway 3. The description of the sturdy door is "To Basement". The master key unlocks the sturdy door. The description of the East Hallway 3 is "More Hallway. There is a locked door to the east. The hallway continues to the west, but there are guards, so it is best to stay away." The Stairwell is east of the sturdy door. The description of the Stairwell is "Just stairs that lead to the basement.". The Basement Landing is down of the Stairwell. The description of the Basement Landing is "This is the basement. There is a locked door with a sign that says security station to the east and an unlocked door to the north.". The Security Station is east of the Security Station door. The description of the Security Station is "The center housing the guards and where all of the security footage and key use is logged." The Security Station door is a closed, locked door. It is east of the Basement Landing and west of the Security Station. The description of the Security Station door is "Security Station: ID MUST BE WORN.". The master key unlocks the Security Station door. Arrest2 is a scene. Arrest2 begins when the player is in the Security Station for the first time. When Arrest2 begins: if the player is not carrying the bottle of sedatives: say "The guard on duty Tasers you on sight and you never see the outside of your cell block again."; decrease score by 20; end the story; otherwise: decrease the score by 5; say "You knocked the guard out with the sedatives. The Security Station is now safe."; The Boiler Room is north of the Basement Landing. The description of the Boiler Room is "This is the boiler room. There is some shelves with a pair of shoes on them and a vent on the west wall.". The set of shelves is a thing. The set of shelves is in the Boiler Room. The set of shelves is fixed in place. The description of the set of shelves is "Gleaming metallic shelves containing new Doctor and nurse uniforms. There also appears to be a box of heavy work boots." The pair of shoes is a thing. The pair of shoes is on the shelves. The description of the pair of shoes is "Heavy duty and well worn, these will be a lot less noticeable than the Asylum's footwear." The pair of shoes is not described. Understand "heavy work boots" as the pair of shoes. Understand "work boots" as the pair of shoes. Understand "boots" as the pair of shoes. The vent is a closed, locked door. It is west of the Boiler Room and east of Air Duct. The description of the vent is "This vent seems to be for an air duct that leads outside! It is fastened with four screws.". Understand the command "unscrew" as something new. Understand the command "unscrew" as "unlock". The screwdriver unlocks the vent. The Air Duct is a room. The Air Duct is west of the vent. The description of the Air Duct is "Freedom is just to the west! You might want to make sure you have some normal looking clothes so you do not get caught." Freedom is a room. Freedom is west of Air Duct. The description of Freedom is "Sweet, Sweet freedom!" Final is a scene. Final begins when the player is in Freedom for the first time. When Final begins: if the player is carrying the pair of pants: increase the score by 10; say "That is ten points for pants."; if the player is carrying the shirt: increase the score by 10; say "Another ten for the shirt."; if the player is carrying the pair of shoes: say "And finally, ten more points for shoes."; say "CONGRATS you have won the game and with these clothes you can blend in and disappear like a ghost!"; increase the score by 110; if the player is carrying the janitor key: increase the score by 10; if the player is carrying the master key: increase the score by 5; end the story; otherwise: say "You escaped but without the ability to blend in via other clothes you are caught quickly and locked away forever."; decrease the score by 20; end the story; Every turn: if the Player is in the Main Hallway for the first time, say "The voice inside your head says 'Am I actually insane? Why am I here?'". Every turn: if the Player is in the Patient Room 2 for the first time, say "The voice inside your head says 'How could they put me in a room next to that guy. Unless I'm just as crazy as him.'". Every turn: if the Player is in the West Hallway 2 for the first time, say "The voice inside your head says 'If I am insane, how would I know?'". Every turn: if the Player is in the Common Room for the first time, say "The voice inside your head says 'Maybe I should just jump out of the window. Oh no, I think I am a lunatic. No you aren't! You're right I don't think I am.'". Every turn: if the Player is in the East Hallway 3 for the first time, say "The voice inside your head says 'If I do not get out of this place soon I think I am going to become insane! Unless I already am...'". Every turn: if the Player is in the Air Duct for the first time, say "The voice inside your head says 'Is it better to be insane and free or insane and trying to become sane in this place? It depends on if I am insane or not. Am I a menace to society? Is this place actually making me more or less insane? Why am I talking to myself? I don't know because you're a nut bag probably. No I am not!'".