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the riddle
by
Olivia
Played 1,339 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"The Riddle" by Olivia Breler. Magical forest is a room. "You are standing in a forest. There are thick trees surrounding you and a small lake that looks oddly green. There are paths leading north and south from here." Campsite is north of Magical forest. "You arrive at a campsite, there are a few tents erected, and pots and pans lying around. It looks like it was abandoned in a hurry. There is another path leading north and a smaller one to the west." Abandoned warehouse is west of campsite. "The trees clear and you seem to have found an old abandoned warehouse. The door seems to have fallen off its hinges exposing old farming equipment inside." Main room is west of abandoned warehouse. "You enter the warehouse and look around. Most of the windows are broken, an old tractor sits to the left of you and a few sleeping bags are on the floor in front of you. A flock of birds seems to have made a nest by one of the windows. You turn your head to the right and see an old dusty coffin sitting beside some shovels." There is a coffin in main room. The coffin is a closed openable container. There is a skeleton in coffin. The coffin is fixed in place in Main room. There is a potion book in coffin. There are vials in coffin. Instead of taking skeleton: say "Why carry around a dead person?" Large rock is a room. Large rock is south of Magical forest. "You float down the path and arrive at an opening in the woods next to a large rock. In front of you is a small wooden cottage." The wood door is a closed door. The wood door is south of Large rock. The Cottage is south of the wood door. "You are inside the cottage. In front of you there is a staircase leading up, and behind you another staircase is leading down. On the wall next to you is a light switch." There is a fireplace in Cottage. Instead of taking the fireplace, say "You're gonna burn yourself.". There is a couch in Cottage. Instead of taking the couch, say "No sweetheart, you have no business carrying that around.". There is sewing box in Cottage. The description of sewing box is "The sewing box looks old, almost antique. It's probably valuable." The sewing box is a closed openable container. There is a gold key in sewing box. The Attic is up from Cottage. The Basement is down from Cottage. The Kitchen is east of Cottage. "You enter the kitchen. Here too is a thick layer of dust. You look around and see a small round kitchen table with a few chairs surrounding it." There is a table in kitchen. The table is fixed in place. There is a cabinet in the kitchen. The cabinet is a closed openable container. There is a rusty key in the cabinet. The cabinet is fixed in place in kitchen. The Bedroom is west of Cottage. "You enter the bedroom. The first thing you see is massive amounts of blood on the sheets. Something terrible must have happened here. There is a picture above the bed." There is a nightstand in bedroom. The nightstand is a closed openable container. There are baby pictures and pacifiers and a rattle in nightstand. The nightstand is fixed in place in bedroom. There is a dresser in bedroom. The dresser is fixed in place in bedroom. The dresser is a closed openable container. There is a ring in dresser. After taking the ring: say "The ring was cursed. You quickly feel your flesh wither and die before everything turns black."; end the game in death. There is a picture in bedroom. The picture is fixed in place in bedroom. It is scenery. The description of picture is "'Job 38:11. And I said, Thus far you shall come, but no farther; And here shall your proud waves stop.'" The basement is a dark room. The light switch is a device in the cottage. The light switch is fixed in place. The light is switched off. Carry out switching off the light switch: now the basement is dark. Carry out switching on the light switch: now the basement is lighted. The description of basement is "You enter the cold musky basement. It smells like something died down there. You feel your skin crawling. You don't like it down here." There is a chest in basement. A chest is a closed openable container. There are gold coins in chest. The chest is fixed in place in basement. There is a poster in basement. The poster is fixed in place in basement. The description of poster is "'Dip the powdered apple in the brew. Let the sleeping death seep through.'" There is a pedestal in basement. The pedestal is fixed in place. There is a powdered apple on the pedestal. There is a banana on the pedestal. There is a beer glass on the pedestal. The banana is edible. The powdered apple is edible. After eating the powdered apple: say "The apple seemed to be poisoned. You start seeing dark spots before your eyes as you fall onto the wet stone floor and take your last breath."; end the game in death. There is a trunk in Attic. The trunk is a closed, locked, openable container. There is a riddle book in trunk. The rusty key unlocks the trunk. There is a bookcase in attic. The bookcase is fixed in place in attic. There is a rocking chair in attic. The rocking chair is fixed in place in attic. The trunk is fixed in place in attic. The description of attic is "You enter the dark dusty attic. It seems like nobody has been here in years. Everything is covered in a very thick layer of dust and you hear something moving around. Probably rats. You see lots of half empty boxes of photos and decorations long lost in time. " Stone wall is north of Campsite. The Sphinx is a person in Stone wall. "You arrive at a tall stonewall. On the other side of the wall is a field. There is a small opening in the wall with a gate but there's a Sphinx sitting in front of it. A mythical creature with the head of a human and the body of a lion. You notice that it's moving around. It wacks its tail and turns its head towards you. Maybe it will let you pass through the gate?" The description of the Sphinx is "The Sphinx looks magestic. It could probably kill you in seconds. It had the body of an over-large lion: great clawed paws and a long yellowish tail ending in a brown tuft. Its head, however, was that of a woman. She turns her long, almond-shaped eyes upon you." The gate is a closed, locked, openable door. It is scenery. The gate is north of Stone wall and south of the wide field. After asking the Sphinx about "gate", say "She looks at you with her eyebrows raised. 'Oh, you want to pass through my gate? I will allow you to pass unharmed if you show me that you have what I seek. " Instead of showing the key to the Sphinx: say "How would a key help?" Instead of showing gold coins to the Sphinx: say "I have no use for gold." Instead of showing riddle book to the Sphinx: now the gate is open; say "Your gift is much appreciated. I shall let you continue north through the gate." Wide Field is north of the gate. "You are standing in a field of tall grass with a slight breeze in your hair. Further north you see a small stone house." Stone house is north of wide field. The steel door is a closed locked openable door. The steel door is north of stone house. The gold key unlocks the steel door. Entry way is north of steel door. "You enter a small stone house. It looks homey. There is a sign on the wall and a staircase leading down." There is a sign in entry way. The sign is fixed in place. It is scenery. The description of sign is "6 ft down you will find what you seek." Dining area is east of entry way. There is a bottle of water in Dining area. There is a stove in dining area. The stove is fixed in place in the dining area. There is a fridge in dining area. The fridge is fixed in place in dining area. The fridge is a closed openable container. In the fridge is a small key and milk and a cookie. The cookie is edible. Deep crypt is down from Entry way. "There is a golden podium in the middle of the room. There appears to be a fusebox with some sort of switch on it." There is a fusebox in deep crypt. The fusebox is fixed in place. It is scenery. The fusebox is a fixed in place device in the deep crypt. The description of the fusebox is "In order to make it to the other side you need to switch me on." Carry out switching on the fusebox: move player to Winning Room. Winning Room is up from entry way. "You are suddenly in a bright room. You seem to have teleported. The fusebox must have been some kind of port key. You look around the room. There are pictures on the walls." There is a letter in Winning Room. The description of letter is "Life is short, eat cupcakes!" There is tray in Winning Room. There is a magical cupcake on tray. The magical cupcake is edible. After eating the magical cupcake: say "Winner, Winner, Chicken Dinner!."; end the game in victory;