Home
Start a new game
Explore games
Help
Log in or sign up
Log in
Username
Password (
Forgot it?
)
×
New to Playfic?
Full Name
Email
Username
Password
Password (confirm)
Are you sure about this?
Drunk
by
Isaac Koh
Played 53 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Drunk" by Isaac Koh Use undo prevention. The Sozzled Platypus is a room. "[first time]You wake up in darkness. 'Where am I?' And then, you remember. Memories piece themselves together in your mind. It was a late night, you were having a good time. A really good time. Maybe, TOO good of a time. You claw your way out from a blinding headache, roll out from underneath your coat, and struggle to your feet. You take a couple steps and knock over six empty glasses. 'Ah, yes. Six martinis. That was a stupid dare, and on New Years Eve too.' The annual New Year's Eve party at The Sozzled Platypus was always wild, and its eccentric owners invested millions of dollars in cash on security. You recall a rumor that they hired a wizard to curse intruders and bought magical artifacts to punish drinkers who refused to pay their tab. It looks like a group of party-goers were trying to run from their money problems and had to be stopped. Forcefully. Magically. 'Huh, I should get out of here.' [only]The saloon is full of golden statues that are facing the entrance of the saloon to the East of where you are standing. Opposite, there is a grey door that leads to what seems to be a storage room. There's a keypad on that door. Directly in front of you, there is a red door with a large sign on top of it. Behind you, there is a kitchen." The saloon entrance is a closed locked door. The black key unlocks saloon entrance. The saloon entrance is east of the Sozzled Platypus. golden statues are in the Sozzled Platypus. The golden statues are fixed in place. In the Sozzled Platypus is a keypad. The keypad is fixed in place. There is an envelope. Instead of examining the golden statues when the envelope is off-stage: say "These look like shining statues of people with a shocked look on their faces. They all seem to be facing the entrance to the Sozzled Platypus. You notice a small envelope sticking out from underneath one of them."; move the envelope to the Sozzled Platypus. The description of the envelope is "There is writing on the envelope: Harry P-t-er and -he Chamb-r of Sec-ets." The description of the golden statues is "These look like shining statues of people with a shocked look on their faces. They all seem to be facing the entrance to the Sozzled Platypus. You notice a small envelope sticking out from underneath one of them." The grey door is a closed locked door. The grey door is west of the Sozzled Platypus and east of the Storage Room. The description of the grey door is "The grey door is extremely unremarkable. The unremarkableness of the door is so unremarkable that you decide that it must be the door to a storage room. 'All storage rooms have boring doors,' you grumble to yourself." The description of the keypad is "You examine the peculiar keypad and find that it does not have any numbers on it. There are some words scratched onto the underside: 'The platypus is made of animals three. Search and seek, then return to me.'" Typing it on is an action applying to one topic. Understand "type [text] on keypad" as typing it on. Understand "type [text] on the keypad" as typing it on. Carry out typing it on: Say "You type [the topic understood] on the keypad."; if the topic understood matches "duckotterbeaver": Say "You hear a click and the grey door unlocks!"; now the grey door is unlocked; otherwise: Say "You hear a sharp buzz. The grey door did not unlock."; now the grey door is locked; The Kitchen is a room. The Kitchen is south of the Sozzled Platypus. "You step into the Kitchen and are immediately assaulted by a mouldy odor. The tiles on the floor are cracked and worn, and the paint on the walls is peeling. As you look around, you hear the dull hum of a refrigerator in the corner. Beside the refrigerator is a stove that is clearly inoperational and a large porcelain sink that looks cold and brittle. The adjacent wall has a countertop with a solitary microwave on it. There are no cupboards for some reason." There is a fridge in the Kitchen. The fridge is fixed in place. There is a note. There is a magnet. Instead of examining the fridge when the note is off-stage: say "There is a note attached to the side of the fridge by a round magnet. The fridge is frozen shut and unopenable."; move the note to the Kitchen; move the magnet to the Kitchen. The description of the fridge is "There is a note attached to the side of the fridge by a round magnet. The fridge is frozen shut and unopenable." The description of the note is "There is nothing on the note." The description of the magnet is "There is a duck and a number 1 on the magnet." There is a microwave in the Kitchen. The microwave is fixed in place. The microwave is a closed openable container. A pastry is in the microwave. It is an object. The description of the microwave is "The microwave has a time of 3 minutes set on it." The description of the pastry is "You see a flat, fried dough pastry. 'Beavertail!' you think to yourself." The pastry is edible. Understand "beavertail" as pastry. There is a stove in the Kitchen. The stove is fixed in place. The description of the stove is "Examining the stove reveals that the heating elements are not functional. What a waste of time." There is a sink in the Kitchen. The sink is fixed in place. The description of the sink is "A chipped porcelain sink. A slow but steady drip of water leaks from the faucet. Unfortunately, there are no handles to turn on the tap." The Storage Room is a room. "[first time]You cautiously peer into the Storage room and see that the small room is not actually storing much. [Only]You carefully enter the Storage Room. In the dim lighting, you make out a couple buckets that are hanging on clips, some bottles of alcohol on a rack, and a cabinet. 'Better stay away from that alcohol,' you mutter." The grey door is a closed locked door. The grey door is west of the Sozzled Platypus and east of the Storage Room. There is a cabinet in the Storage Room. The cabinet is a closed opaque openable container. The cabinet is fixed in place. There is a sledgehammer in the cabinet. There is a broom in the cabinet. The description of the sledgehammer is "A large and hefty hammer that carries a lot of force. You could definitely smash a lock with it." The description of the broom is "A brittle broom with a rotting wooden handle. You feel like it could snap at any moment." There is a rack in the Storage Room. The rack is an open transparent container. The rack is fixed in place. In the rack is a bottle of red wine. In the rack is a bottle of rose spirit. In the rack is a bottle of moonshine. Understand "red wine" as the bottle of red wine. Understand "rose spirit" as the bottle of red wine. Understand "moonshine" as the bottle of moonshine. The description of the bottle of red wine is "A nice bottle of fine wine, but more alcohol would probably kill you." The description of the bottle of rose spirit is "A bottle of strong rose spirit. This would definitely knock you off your feet." The description of the bottle of moonshine is "Whoa, you should NOT drink this." Instead of drinking the bottle of red wine: remove the bottle of red wine from play; say "You foolishly down the whole bottle of wine. Feeling elated, you toss the bottle in the air in celebration. It hits you hard on the way down, knocking you out cold. You don't wake up."; end the game in death. Instead of drinking the bottle of rose spirit: remove the bottle of rose spirit from play; say "You take a hearty swig from the bottle of rose spirit. You drop like a rock."; end the game in death. Instead of drinking the bottle of moonshine: remove the bottle of moonshine from play; say "You take a couple gulps of moonshine and feel instantly calmed. In fact, you feel so calm, your spirit slips right out of your body. You were warned."; end the game in death. The description of the cabinet is "Your typical, average, particle board cabinet. There's nothing too special about the outside." There is a lock. There is a box. The box is a closed opaque openable container. In the box is a jetpack. The jetpack is a device. Understand "cardboard box" as box. The description of the box is "A musty cardboard box with something heavy inside. You shake it once and feel the weight shift in your hands." The description of the jetpack is "A dusty but sleek jetpack. 'Will the wonders ever cease?' you say, to no one in particular." Carry out switching on the jetpack: Say "The jetpack roars into life."; if the player is in the Path: say "You fly to the other side of the river."; move player to Across the River; now the jetpack is switched off; else if the player is in the Across the River: say "You fly to the other side of the river."; move player to Path; now the jetpack is switched off; otherwise: say "Smoke fills both the room and your lungs. After a painful and extended coughing fit, you find yourself not being able to breathe. Oops."; end the game in death. Every turn when the jetpack is switched on: now the jetpack is switched off. The Armory is a room. "The Armory is full of weapons hung on the walls. A fake platypus pelt is splayed on the ground by your feet. To your left (west) is a gold door and to your right (east) is a black door." In the Armory is a platypus pelt. The platypus pelt is fixed in place. There are swords and spears in the Armory. The black door is a door. The black door is east of the Armory and west of the Dark Closet The description of swords is "Long and sharp pointy metal that is attached to small sticks. Very dangerous." The description of spears is "Short and sharp pointy metal that is attached to long sticks. Very dangerous." Instead of taking swords: say "You clumsily knock over the weapons and watch as dozens of sharp points fall towards your soft stomach. That hurt."; end the game in death. Instead of taking spears: say "You clumsily knock over the weapons and watch as dozens of sharp points fall towards your soft stomach. That hurt."; end the game in death. Understand "fake pelt" as platypus pelt. Understand "pelt" as platypus pelt. Understand "fake platypus pelt" as platypus pelt. Understand "platypus" as platypus pelt. Lifting is an action applying to one topic. Understand "lift [text]" as lifting. Understand "look under [text]" as lifting. Carry out lifting: if the topic understood matches "platypus": Say "You look under the fake pelt and see a cardboard box."; move the box to the Armory; else if the topic understood matches "fake pelt": Say "You look under the fake pelt and see a cardboard box."; move the box to the Armory; else if the topic understood matches "pelt": Say "You look under the fake pelt and see a cardboard box."; move the box to the Armory; else if the topic understood matches "fake platypus pelt": Say "You look under the fake pelt and see a cardboard box."; move the box to the Armory; else if the topic understood matches "platypus pelt": Say "You look under the fake pelt and see a cardboard box."; move the box to the Armory; otherwise: Say "You can't look under that."; The red door is a closed locked door. The red door is north of the Sozzled Platypus and south of the Armory. Instead of examining the red door when the lock is off-stage: say "The door seems to be reinforced, but the lock looks breakable. the sign hanging on top says 'Armory'"; move the lock to the Sozzled Platypus. The description of the red door is "The door seems to be reinforced, but the lock looks breakable. The sign hanging on top says 'Armory'" Smashing lock is an action applying to one topic. Understand "smash lock with [text]" as smashing lock. Understand "use [text] to smash lock" as smashing lock. Carry out smashing lock: if the topic understood matches "sledgehammer": Say "You smash the lock with the [the topic understood]."; Say "The lock breaks into pieces and the door can be opened"; now the red door is unlocked; else if the topic understood matches "hammer": Say "You smash the lock with the [the topic understood]."; Say "The lock breaks into pieces and the door can be opened"; now the red door is unlocked; else if the topic understood matches "broom": Say "You try to smash the lock with the [the topic understood]."; Say "Brooms are for sweeping and dancing with, not for smashing locks."; else: Say "You can't smash the lock with the [the topic understood]."; The Golden Room is a room. "You enter the room and are immediately blown away by the sparkling beauty of the room. The ceiling, walls, and floor look like they're made of solid gold. In the centre of the room is a lectern with a small case on it." In the Golden Room is a lectern. The lectern is fixed in place. On the lectern is a case. The case is a closed opaque openable container. In the case is a gold key. The description of the lectern is "A shiny golden lectern. It is very sparkly." The description of the case is "There is an inscription on the lid of the case. It says: 'The key to success.'" The gold door is a door. The gold door is west of the Armory and east of the Golden Room. Instead of taking the gold key: say "You take the key. As you turn to step away from the lectern, you find that you cannot move your feet. You look down and watch your legs solidify, then your torso. Stupid magic security measures. Looks like the key to success... was failure."; end the game in death. The Dark Closet is a room. "You jump slightly as you are greeted by a glowing skeleton. The room is dark and filled with cobwebs. Creepy." The Skeleton is a person in the Dark Closet. The skeleton can be riddling or rewarding. The Skeleton is riddling. Every turn when the player can see the Skeleton: if the Skeleton is riddling: say "The Skeleton grins at you. At least, you think it does. 'Want the key?' it asks, 'Do platypuses give birth to live offspring?"; else if the Skeleton is rewarding: say "[first time]The Skeleton tosses you the key and promptly falls apart. [only]The skeleton's bones are strewn on the floor."; Instead of doing something to the Skeleton: say "You bump into an aura of magic that prevents you from reaching the Skeleton." Instead of giving something to the Skeleton: say "You bump into an aura of magic that prevents you from reaching the Skeleton." Instead of asking the Skeleton about something: if the Skeleton is riddling: say "The Skeleton stares at you."; else if the Skeleton is rewarding: say "Can't talk to bones." Instead of telling the Skeleton about something: if the Skeleton is riddling: say "The Skeleton stares at you."; else if the Skeleton is rewarding: say "Can't talk to bones." Instead of saying yes in the presence of the Skeleton: if the Skeleton is riddling: say "The Skeleton stares at you."; else if the Skeleton is rewarding: say "Can't talk to bones." Instead of saying no in the presence of the Skeleton: if the Skeleton is riddling: say "'Great job!' says the raspy voice of the Skeleton."; now the Skeleton is rewarding; now the Player has the black key; else if the Skeleton is rewarding: say "Can't talk to bones." The Path is a room. "You step outside and breathe in the cool night air. The scenery is not that interesting, but there is a roaring river in front of you. On the other side, you can see your apartment. 'Time to go home,' you think." The Path is east of the Saloon Entrance. The Across the River is a room. "To the east, directly in front of you, you see your apartment. It looks slightly run down, but it's home. You feel the fatigue gnawing at your bones as you walk." The Apartment is a room. "Home at last. Well that was a strange night. You decide to never take a dare involving alcohol ever again." There is a wooden door. The wooden door is a door. The wooden door is east of Across the River and west of the Apartment. Every turn when the player is in the Apartment: end the game in victory.