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Waiting
by
Meg Anderson
Played 1,712 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Waiting" by Meg Anderson Waiting is a story. The Road is a room. "A narrow dirt road streches in front of you. There is tall grass on each side of the road making it a bad idea to deviate from it. It is the road you take everyday to work. The road continues north." The Northern Road is north of The Road. "The road has widened and is now forked. One path leads off to the northwest. There is a small tan brick house in sight off in that direction. The other path leads off to the northeast and there is nothing in sight in that direction besides more high grass." The Northeast Road is northeast of the Northern Road. The Northwest Road is northwest of the Northern Road. "At the end of this road, there is a house. It is a light tan color but made of all brick. The windows are all open and the door stands slightly ajar." The Living Room is northwest of The Northwest Road. "When you step in the house, you see the familiar five room house that you come home to everyday. The room is dim compared to the outside. There is no electricity out here. There are chairs and a table but not much else. There is a corridor that heads to the northwest and one that goes northeast." The Bedroom is northeast of The Living Room. "The room is abnormally dark because the curtains on the windows are closed but there is just enough light to see. Your bedroom looks like a war zone. Your bed is over turned, the lamp that sits next to your bed is smashed on the floor, and your drawers are emptied onto the floor as well." The picture is in The Bedroom. The picture is portable. The description of the picture is "It is a picture of your family. On the left is your beautiful wife. She has a brilliantly white smile that stands out against her dark skin. She is the most beautiful woman you know. On her lap, sits your chubby little two year old. Thankfully, he was laughing in the picture instead of crying. You put it in your pocket." After taking the picture: increase score by 5. The Kitchen is northwest of the Living Room. "You notice that the kitchen is not as clean as it usually is. In fact, it looks like someone has been here. Many of the cabinets are open. There is a broken plate on the floor. ". The piece of paper is in The Kitchen. The paper is portable. The description of the piece of paper is "'We went to my father's. Find us there.' It's from your wife. You can't help but be confused by the events that have occurred. Why did she leave?" After taking the piece of paper: increase the score by 5. After taking the picture while in The Bedroom, now the player is in The Truck. The Truck is a room. "With a splash of brilliantly colored lights and a sharp pain in your head that feels like you got punched, your world suddenly goes black. You are jostled awake. When you open your eyes, you are in a dim space with natural sun light coming from behind you. There are several men sitting around you that you dont recognize. You roll over and see that you are in a covered army truck. You think about jumping out of the truck becuase the back of the truck has no barrier but behind you but there is another truck following closely. There is nothing to do but sit and wait or maybe talk to someone." The Transport is a scene. The Transport begins when the player is in The Truck for the third turn. When The Transport begins: say "You dont have to wait long before the truck comes to a sudden halt. Everyone looks apprehensive as men in army uniforms exit the truck behind you. They come up to the truck, pointing their rifles, and tell you to go with them. You really have no choice but to obey and get off the truck." [go back and make sure that you put in something about not going back-i couldnt figure it out because of the language] Outside The Prison is a room. Outside The Prison is below the Truck. "You stumble to the ground when you get off the truck. You are standing next to an old building with what used to be a green steel door but it was more red with rust now. It was made of all brick and had no windows that you could see. It was surrounded by trees. Just as you were thinking about making a run for it towards the trees, another man has the same idea. He starts off but by his fifth stride, one of the soldiers opens fire and the man falls to the ground like a sack of flour. The soldiers herd you and the other men to the green door to the south." The Prison Hallway is a room. The Prison Hallway is south of Outside The Prison. "The hallway looks like it is falling apart. Many of the walls are cracked and look like they could fall any minute. It continues south and has two hallways that branch off to the east. The soldiers lead you to the last hallway and tell you to take it." The Eastern Hallway is a room. The Eastern Hallway is east of The Prison Hallway. "This is just as dismal as the last. At the end of the hallway there is another large green door that stands open. The soldiers urge you on." There is a cross necklace in The Eastern Hallway. The description of the cross necklace is "It is small, no more than half of your fore finger. It is made out of metal and wire. It has dried blood on one side of it." After taking the cross necklace: increase the score by 5. When The Transport ends: say "You cant help but feel helpless." The Small Room is a room. The Small Room is east of the Eastern Hallway. After taking the cross necklace while in The Eastern Hallway, now the player is in The Cell. The Cell is a room. "Once you pick up the cross necklace, one of the guards shoves you into what you now realize is now your cell. The green door closes behind you with an echoing clang. The dead bolt slams down and every chance of escape slowly slips away. All of the men that you are trapped with begin yelling to be let out. The cell is only about twenty feet by twenty feet. There is a bench up against one wall but other than that, the room is completely bare. There are cracks in the wall as well as some red stains." [go back and make more to do in the cell-had trouble because i couldnt figure out the language.] The Water is a scene. The Water begins when the player is in The Cell for the third turn. When The Water begins: say "After a night of tossing and turning, you wake early in the morning to light streaming in the very small windows that sit out of reach. The Cell doesn't look so bad with the sunlight coming in. The only unsettling part is the red stains on the walls. Suddenly, the green door screeches open and a soldier appears with a gallon bucket. He struggles with it as he sets it down. You watch him but don't move. The best thing to do is wait and see what he does." The Water ends when the player is in the Cell for the fourth turn. When The Water ends: say "Every man is now awake and as so as the guard closes the door, one man slowly makes his way toward the bucket. He tells everyone it is water. He dips his fingers in and announces that it is good water too after he tastes it." The Intimidation is a scene. The Intimidation begins when the player is in The Cell for the fifth turn. When The Intimidation begins: say "You wait for an entire day. The guards never enter again that day. You can hear them outside your cell. They sound like they are moving heavy crates or boxes, and they keep drving their trucks to and from the building where our cell was. Everyone in the cell spent most of the day in silence. There really wasn't anything to do but wait and wait." The Intimidation ends when the player is in The Cell for the sixth turn. When The Intimidation ends: say "A round of gun fire goes off while the soldiers on the outside of the cell bang on the heavy green door. It sounds like a battle. Almost every man cries out or cowers covering their heads and ears. Evil laughter follows and brings the cold realization that you are not getting out of here." The Night is a scene. The Night begins when the player is in The Cell for the seventh turn. When The Night begins: say "The sun begins to go down and for the second night you have to sleep in this cell that is now beginning to smell. You are frustrated and sad. You almost wish they would just kill you and get it over with. This is just humiliating." The Night ends when the player is in The Cell for the eighth turn. When The Night ends: say "As the hours pass away and you have nothing to do but stare at the ceiling, you begin to day dream about your home. As the sun rises for another day, you take out the picture that you got at your house. It is a picture of you, your wife, and two year old son. You can only hope that they are ok." The Prayer is a scene. The Prayer begins when the player is in The Cell for the ninth turn. When The Prayer begins: say "You spend the morning to yourself again. Although you are never really alone with all of these men with you. You are begging God will listen and just make this end." The Prayer ends when the player is in The Cell for the tenth turn. When The Prayer ends: say "It seems like no one is listening." The Guards is a scene. The Guards begins when the player is in The Cell for the eleventh turn. When The Guards begins: say "Suddenly the green door swung open and three guards appeared carrying their rifles. Everyone in the cell stops moving and holds their breath." The Guards ends when the player is in The Cell for the twelfth turn. When The Guards ends, end the game saying "Before you knew what to do, the guards opened fire on the room. There was a hot searing pain in your left arm as you fell backwards. The red stains on the walls finally made sense, you think as, once again, your world goes black."