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UN 1015 Lost Soul First Draft
by
Mark Sylvester
Played 1,317 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"UN 1015 Lost Soul First Draft" by Mark Sylvester Purpose is a truth state that varies. Purpose is false. When play begins: Say "Your eyes blink open, sight foggy from sleep. Wait, was it sleep? You can't seem to remember where you are, or what happened. You can barely remember your name, let alone what you know how to do. You groggily sit up, groaning at the aches and pains from being on the ground and take in your surroundings. You climb to your feet as you realize with a sinking feeling that you are very lost." The Path Start is a room. "You are in a small clearing of dense woods. Well, not so much a clearing as it is a thinning of the trees. You can see a slightly worn path leading to the south, but it dies to the north about where you are standing. The trees groan and creak as the wind shifts them back and forth, giving them the illusion of wandering around." Wandering Willows34 is a room. It is west of The Path Start. "You slip between some of the trees and find yourself in a similar opening." Wandering Willows33 is a room. It is north of Wandering Willows34. "You find an opening between some of the branches and push through into another densly wooded area." Wandering Willows43 is a room. It is east of Wandering Willows33. "A few of the trees sway just enough for you to wiggle through them into another patch." Wandering Willows42 is a room. It is north of Wandering Willows43. "You find yourself in a slight depression in the earth with a large tree uprooted beside it, as if a great storm had knocked it over." Wandering Willows32 is a room. It is west of Wandering Willows42. "You manage to worm your way between some of the smaller trees, pushing into an area very similar to all of the others." Wandering Willows22 is a room. It is west of Wandering Willows32. "You push the leaves and branches out of your face to reveal as close to a clearing as you think you're going to get in these woods." Wandering WIllows23 is a room. It is south of Wandering WIllows22. "This section of the forest is no different from any of the others. " Wandering Willows13 is a room. It is west of Wandering Willows23. "You emerge from the trees into a large patch of green, waist deep grass. A large boulder sits in the middle of the field, and a glint of gold catches your eye. Upon closer inspection you find that it is, in fact, a Golden Compass." A Golden Compass is here. "An old Golden Compass sits on the boulder, it surface tarnished by time." Slight Path is a room. It is south of The Path Start. "The path leads south, becoming slightly more worn as you progress down it. The path continues southward." The Entrance is a room. It is south of Slight Path. "The path splits here, one branch continuing southward, the other veering to the west." The Front Yard is a room. It is west of the Entrance. "You step into a large clearing, filled with overgrown grass and dominated by an old, boarded up house to the west. The house looks as if it could be repaired, but you also think it could be destroyed just as easily." Lumber is here. "Lumber is scattered about the yard, some in piles, some thrown off to the side." The House is a room. It is west of the Front Yard. "The house groans as the wind pushes against it. Boards are nailed over the windows, and some of the doors are completely gone. The siding in some areas has been completely removed, leaving the houses skeleton open to the elements. You'd need a few different tools to fix this, yet if you had a sledgehammer that'd be enough to take it down..." The Southyard is a room. It is south of the House. "A small toolshed is situated in the grass." The toolshed is a container. The hammer is in the toolshed. The nails are in the toolshed. The Backyard is west of the House. "A sawhorse was made using an old stump for one end and a table for the other. A saw has been set to the side, leaning up against the stump." The North yard is north of the House. "The grass is even more overgrown here than any of the other yards." The sledgehammer is in the North yard. "As you walk through the yard you stumble over something, and discover an old sledgehammer." [Destruction or restoration of the house] The Trailhead is a room. It is south of the Entrance. "The trail splits to the east and to the south, the slight smell of salt now in the air. " The Outlet is a room. It is south of the Trailhead. "The trail becomes sandy, and you start to hear the screech of seagulls and the sound of the sea upon the shore." The Beach is a room. It is south of the Outlet. "The trees abrubtly stop to reveal an open sandy beach, the sun glimmering off of the water. You don't see any other way to go and realize that this is the corner of your new world." The Spyglass is in the beach. "A copper spyglass, green from the salt of the seas, has been buried in the sand." The turtle is in the beach. "The turtle appears to have recently hatched and is ever so slowly crawling towards the sea. You're not sure if he's gonna make it though, as he looks nearly dehydrated and seems to be slowing down." [Save the turtle] The Beginning Trail is a room. It is east of the Trailhead. "The path has become more worn here, and appears to be more of a trail. The trail continues eastward, cast in shadows from the trees over head." The Middle Trail is a room. It is east of the Beginning Trail. "You're walking along the trail when on the edge of hearing you hear a small squeal from the North. Whatever made the noise, it sounds like it's in a lot of pain." The Clearing is a room. It is north of the Middle Trail. "You slide past some trees and emerge in a small clearing with a pine tree in the middle. A bear trap has been set below the pine, and in the trap a baby deer's hind leg is stuck. The deer struggles a bit when it sees you and then stops and lets out a whine at the pain in its leg. You could put the deer out of its misery, or maybe you could disarm the trap. Whatever it is, you know you need to something NOW…†[The trap is a something, figure this out later.] [The deer is an object. The deer can be alive or dead. The deer can be free or trapped. The deer is trapped. The trap is an object. The trap can be open or closed. The trap is closed. Understand “help deer†or “save deer†or “help baby deer†or “save baby deer†as a mistake: say â€How can you save it?†Understand “kill baby deer†or “kill deer†as killing the deer. Understand “free baby deer†or “free deer†or “open trap†as the opening the trap. After killing the deer: The deer is dead. After opening the trap: The deer is free. The trap is open.] The Trail End is a room. It is east of the Middle Trail. "You see the forest clear up ahead and the trail's end, the sun shining brightly, uninhibited by overhanging branches. You notice a stray beam of light landing upon something stuck in a nearby tree trunk." The Obsidian Arrowhead is in the Trail End. "With a closer look, you see that it is an Obsidian Arrowhead. You see the spot where the shaft had, at one point in time, been tied to the arrowhead but it is long gone now. With a little work you might be able to pry the arrowhead free." [Description of taking the Obsidian Arrowhead] The Field is a room. It is east of the Trail End. "The forest ends at a large field, about a mile across. The grass sways back and forth in the wind with a golden hue from the sun. You see a large mountain to the north, a lone oak tree to the east, a city to the south, and the field seems to end abruptly to the south east." The Mountain Base is a room. It is north of the Field. "The grass slowly fades away as the ground becomes rocky. A slope starts to form under your feet leading up to the mountain side." The Old Climbing Spike is in the Mountain Base. "You happen across an old climbing spike jammed into a crevice, a remnant of the last person to scale this mountain." [Description of taking the Old Climbing Spike] The Mountain Side is a room. It is north of the mountain base. "The ground quickly becomes nearly vertical, requiring you to use hand and foot holds to progress any further. You could go onward, but it's going to be exhausting." The Mountain Top is a room. It is above the Mountain Side. "With a huffing breath you pull yourself over the final edge and collapse upon a thin layer of snow. You feel the cool, brisk wind blow across your overheated face. After a few moments you open your eyes and haul yourself to your feet. The image before you is surreal. You feel as if you're standing on top of the world. A massive mountain chain sprawls before you, the bottoms shrouded in clouds. As beautiful as this is, it'd be suicide to go any farther." The Giant Oak is a room. It is east of the Field. "A Giant Oak stands about 50 feet from the edge of another forest, however, this one does not look very inviting. It's probably not a very good idea to venture into it." The baby bird is in the Giant Oak. "As you approach the tree you hear frantic chirping. A baby bird is wandering about the base of the oak, looking skyward. It seems like he's trying to get up to the branches overhead. You notice a nest about a foot above your head, just within reach." [Description of saving the bird and then what happens if you don’t and leave] The Cliff is a room. It is southeast of the field. "You see that it wasn't the field that ended, it was the ground. A 100 foot cliff drops right in front of you, with a desert sprawling out as far as you can see below it. Even if you could find a way down the cliff, there's no way you could survive out there. " The Entrance to the City is a room. It is south of the field. “The city's magnificence radiates outward, drawing in all who are near. The drawbridge to the south is open, accepting the lost sould who wander by..†[Instead of opening the drawbridge: If Purpose is false: say “You wish that someone would lower the bridge.â€; stop the action. Instead of opening the drawbridge: If Purpose is true: say “The drawbridge lowers and the city embraces you. You have finally found a place where you belong.â€] The City Plaza is a room. It is south of the Entrance to the City. Before going to the city plaza: say "The city is a world of possibility. It's wonder invigorates you as you run toward your future."; end the story.