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The Haunted School
by
Rawls Moore
Played 2,891 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"The Haunted School" [INTRODUCTION] When play begins: say "The day begins like any other day. You wake up, eat, get ready for school. As you grab a quick bite to eat, you are realize your house is empty, except for you. On the way to school you see the streets are completely empty and all the traffic lights are blinking red. [Paragraph Break] As you get to school you notice it is colder than you originally thought and when you get to the school entry way you notice the door is open but none of the lights seem to be on inside. " [School Entryway] The School Entryway is a room. The description of the School Entry way is "The school door is open and you can see inside the School. There is the muffled sound of a broken overhead light buzzing the in distance." [Berrydale Park] Berrydale Park is a room. Berrydale Park is east of the School Entryway. The description of Berrydale Park is "The trees are bare and the sky is grey. As you walk you hear the crunching of the dead grass beneath your feet. You see a picnic table and as you get closer you see a key on the picnic table." A picnic table is in Berrydale Park. The picnic table is fixed in place. The key is on the picnic table. The description of the key is "The key is brass with a small lanyard attached. On the lanyard is a label that says THE DIMENSIONS ARE LOCKED UNTIL YOU GO BACKWARDS TO THE FUTURE." [GagaPit] The GagaPit is a room. The GagaPit is west of the School Entryway. The description of the GagaPit is "The good ol' gaga pit. The wood is rotted and starting to fall apart. In the center of the gaga pit is a ball. The ball is deflated and starting to fall apart from being weathered so much." A ball is in GagaPit. The description of the ball is "When you pick up the ball, you see that there is a note underneath it.The note is too messy to read." [92nd Ave] 92nd Ave is a room. 92nd Ave is south of the School Entryway. The description of 92nd Ave is "The wind is blowing because you can feel the breeze but there is no noise to hear. The houses all look run down and the windows are grey. You see no house with lights on, inside or out. " The telephone pole is in 92nd Ave. The telephone pole is fixed in place. The letter is on the telephone pole. The description of the letter is "You will find everything you need in the math room. To open the door you will need the key though. Go to where we played games at the end of the school." [Main Hallway] The Main Hallway is a room. The Main Hallway is north of the School Entryway. The description of the Main Hallway is "it is really dark with garbage all over the floor." [Font Office] The Front Office is a room. The Front Office is west of the Main Hallway. The description of the Front Office is "There are late slips everywhere. They are covering the office desk and all over the floor. There are even some plastered to the walls. On the floor you notice a small note that isn't a late slip." The note is in the Front Office. The description of the note is "Written on the note is MEET ME AT BERRYDALE PARK. I'LL HAVE MORE INFO THERE." Kate is a person in the Front Office. Every turn when the player can see Kate: say "From around the corner you hear a muffled crying. You call out and slowly you see Joanna come around the corner. She is tired and holding more late slips. She tells you to leave this place and never come back. It seems like she doesn't want to talk but you feel like you should try a few times." Every turn: if the player has been in the Front Office for 1 turn, say "Joanna looks up and screams at you LOOK FOR THE KEY IN A PLACE CLOSE TO THE SCHOOL. YOU MUST GET TO A DIMENSION OTHER THAN THIS ONE." [Counseling Office] The Counseling Office is a room. The Counseling Office is east of the Main Hallway. The description of the Counseling Office is "The room is empty except for a note taped to the wall. Written, in what you hope is red ink, is LEAVE THIS SCHOOL FOREVER AND NEVER COME BACK." [Locker Bank] The Locker Bank is a room. The Locker Bank is north of the Main Hallway. The description of the Locker Bank is "the lockers are all open and as you walk past them you see they are empty. It is weird for them to be open AND empty. It is part way through the school year." [5th-Grade-Hall] The 5th-Grade-Hall is room. The 5th-Grade-Hall is east of the Locker Bank. The description of the 5th-Grade-Hall is "You can see the 5th grade rooms." [Learning Center] The Learning Center is a room. The Learning Center is east of the 5th-Grade-Hall. The description of the Learning Center is "As you enter the room, you see Jack sitting at a table. He slowly looks up from his desk and you see empty chip bags that students have previously eaten and just thrown on the ground. Jack looks dazed and starts to ask you a series of question. He is speaking so fast it is hard to understand him. All you can really make out is ISYOURPLANNERFILLEDOUT?HAVEYOUCOMPLETEDYOURCHOICEWRITINGASSIGNMENT?" Jack's Desk is in the Learning Center. Jack's Desk is a fixed in place. On Jack's Desk is the old key. The description of the old key is "Tied to the key is a small note that says --The old key can help you move towards YESTERDAY." [Mid-Level Hallway] The Mid-Level Hallway is a room. The Mid-Level Hallway is west of the Locker Bank. The description of the Mid-Level Hallway is "The lockers on the right-hand side of the hallway have been ripped off the wall. The lights are hanging off the ceiling and are buzzing with only some of them producing light. Your main concern now is how is Mr. Moore doing. Whatever has happened was bad and if Mr. Moore didn't make it, how will you ever learn math again?" [McClain's Room] The McClain's Room is a room. The McClain's Room is west of the Mid-Level Hallway. The description of the McClain's Room is "The desks are covered in paint and there are tools everywhere. It looks like Mr. McClain's drama class was in session when whatever happened happened. There is a small radio that is playing in the back corner and all you can here is the faint hiss of static. As you explore the room you see the whiteboard is covered in weird math symbols and in the far corner you see in extremely messy handwriting TIME TRAVEL IS POSSIBLE BY INTER-DIMENSIONAL VISIONING. You don't know what that means, but is is very creepy. " Here is a small box. The description of the small box is "There is a small box that is glowing a dull blue. A very soft buzzing. Inscribed on top of the box is DO NOT TAKE THIS BOX." After taking the small box: say "This box contains the device that coordinates the pre-frontal cortex, inter-dimensionality, and time travel. You were warned to not touch this, but you did. The power has shocked your system. The current you has been broken into sub-atomic particles and scattered across space and time. Have a good day."; end the game in death. [Math Room] The Math Room is a room. The Math Room is north of the Mid-Level Hallway. The description of the Math Room is "The room is barren which is sad because you had the best time of your life in here. Mr. Moore was truly inspirational and made everyone's lives better. You really miss him. You can feel the tears welling up in your eyes. You struggle to stay composed but the emotions are too much, you start to cry. After crying for close to 2o minutes you decide to explore some more. As you wipe your tears you notice a wood door in back of the room." The wood door is a closed locked door. The key unlocks wood door. The wood door is north of the Math Room. The wood door is south of the Closet. [Closet] The Closet is a room. The Closet is north of the wood door. The description of the Closet is "Behind a thin wall of spider webs you can see some shelves. You brush the spider webs aside and see all the binders that contain Mr. Moore's lesson plans. As you look at the names on the bindings you see one titled A Complete Compendium of Time Travel, Inter-dimensional Visioning, and the Expansion of Prefrontal Cortex Connectivity. The book is leather bound and extremely large." The book is in the Closet. The description of the book is "A Complete Compendium of Time Travel, Inter-dimensional Visioning, and the Expansion of Prefrontal Cortex Connectivity by Rawls Moore is a book that explores the interplay between dimensions 47c through 72a and their role in the regulation of the prefrontal cortex connectivity and time travel of physical objects via the inter-dimensional regulator and the emotional connections to objects. The book was written during prep periods and researched at night while his family was asleep. It is an attempt to understand the physical world around us. The work draws heavily on the understanding of semiotics and worm holes." The wood door is a closed door. The wood door is a closed locked door. The key unlocks wood door. [Library] The Library is a room. The Library is south of the Mid-Level Hallway. The description of the Library is "The shelves are empty of books but covered in dust. As you walk around you see the tables have been pushed all over the room and the chairs are stacked in the corner as if someone was hiding behind them. From the corner of your eye you see a small piece of paper on one of the shelves. As you pick it it up to read it you see the handwritten is messy and probably written in a rush. It says IF YOU ARE READING THIS WE ARE GONE. THEY GOT CLOSE TO USE BUT WE ESCAPED. RUN AWAY WHILE YOU CAN." [Back Library Corner] The Back Library Corner is a room. The Back Library Corner is south of the Library. The description of the Back Library Corner is "You remember Mrs. Kleiner reading you books here when you were little. Behind the Mr. Moore's room, this was your favorite place. You wonder what happened to Ms. Kleiner and you hope that she made it out of here alive." Leslie is a person in the Back Library Corner. Every turn when the player can see Leslie: say "Leslie paces anxiously around compass. The compass spins erratically. You can hear her mumble and all she says is WE NEED TO EXPAND PRE-FRONTAL CORTEX CONNECTIVITY.WE NEED TO EXPAND PRE-FRONTAL CORTEX CONNECTIVITY.WE NEED TO EXPAND PRE-FRONTAL CORTEX CONNECTIVITY. " [Lab] The Lab is a room. The Lab is north of the Closet. The description of the Lab is "You are in your lab. When you turn on your interdimensional teleporter, it will move you to your receiving room across the hall. If you want to use it again you must turn off the interdimensional teleporter first." The Interdimensional Teleporter is a fixed in place device in the lab. The description of the Interdimensional Teleporter is "The interdimensional teleporter that transports you to your receiving room. You must switch your interdimensional teleporter off between uses." Carry out switching on the interdimensional teleporter: move player to Inter-Dimensional Entrance Chamber. Inter-Dimensional Entrance Chamber is a room. "You feel light headed and start to realize reality changing around you. As you start to get a grasp on what is happening you realize you are in the receiving chamber for the interdimensional teleporter." Receiving Platform is an object in the Inter-Dimensional Entrance Chamber. It is fixed in place. The description of the Receiving Platform is "The object that your teleporter transports you to the Inter-Dimensional Entrance Chamber." [Forking Paths] The Forking Paths is a room. The Forking Paths is north of the Inter-Dimensional Entrance Chamber. The description of the Forking Paths is "As you enter the Hallway of the Forking Paths, you still feel light headed and all the colors seem slightly off. They aren't wrong, they just seem slight brighter. It almost makes your head hurt. You see a door to the east labeled YESTERDAY'S ENTRY and a door to the west labeled TOMORROW'S ENTRY. The door on the north end of the hall is labeled TIME TRAVEL CONTROL ROOM AND ADJUSTMENT LAB DOOR." [YESTERDAY] YESTERDAY is a room. YESTERDAY is north of YESTERDAYS'S ENTRY. The description of YESTERDAY is "You awake in your bed. It is now yesterday. What are you going to do differently?" YESTERDAY'S ENTRY is west of the Forking Paths. YESTERDAY'S ENTRY is a locked door. The old key unlocks the YESTERDAY'S ENTRY door. TOMORROW'S ENTRY is east of the Forking Path. TOMORROW'S ENTRY is a locked door. The new key unlocks the TOMORROW'S ENTRY door. TIME TRAVEL CONTROL ROOM AND ADJUSTMENT LAB DOOR is north of the Forking Paths. TIME TRAVEL CONTROL ROOM AND ADJUSTMENT LAB DOOR is a locked door. The time key unlocks the TIME TRAVEL CONTROL ROOM AND ADJUSTMENT LAB DOOR door. [TODAY] Today is a room. Today is east of YESTERDAY. The description of TODAY is "You are in the now. Now what? What does this even mean? There is a clock placed on a desk. The hands on the clock point to 12. It is midnight." [Midnight] Midnight is a room. Midnight is south of today. The description of Midnight is "You are now standing in a room. It is dark. You realize the only way to end the game is to stand up and tell Mr. Moore how much you love his class. As you say the words out loud you start to cry. You never realized how much you loved his class. As you cry you realize that there is no end to the game. This is Mr. Moore's way of letting you interact with him forever. Wow, you really miss that old man."