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The Dungeon
by
Gary Liu
Played 795 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The Prisoner's Cell is a room. "You wake up suddenly and find that your in some sort of jail cell, you have no recollection of how you got here. From what you can see in the room there is a wooden door to your south and a barred window to your north" The window is in the Prisoner's Cell. The window is an open container. In the window is a bone key. The description of the bone key is "It's a key made of an unknown animal boneâ€. After taking the bone key: say "You jump and grab the key hanging off the window". The window is fixed in place. the description of the window is "You can see an odd-looking key hanging off the window just within reach." The piece of paper is in the Prisoner's Cell. The description of the piece of paper is "It reads the number 1 and then the number 5." The wooden door is a closed locked door. The bone key unlocks the wooden door. The wooden door is south of the Prisoner’s Cell. The wooden door is north of the Prison Hall. The Prison Hall is a room. "There are four doors here, one leads to your cell, the other two lead to the other prison cells east and west, and the fourth one leads south to the gatehouse." The table is in the Prison Hall. The table is fixed in place. The second piece of paper is on the table. The description of the table is "It's an ordinary table, although there is also a scrap of paper here." The description of the second piece of paper is "It reads the number 4 and the number 9." The torch is in the Prison Hall. The torch is fixed in place. The description of the torch is "It lights up and fills the drab environment with light." The red door is a closed locked door. The master key unlocks the red door. The red door is west of the Prison Hall. The red door is east of Cell 2. The white door is a closed locked door. The master key unlocks the white door. The white door is east of the Prison Hall. The white door is west of Cell 3. The iron door is a closed openable door. The iron door is south of the Prison Hall. The iron door is north of the Gatehouse Cell 2 is a room. "The cell has clearly not been used in a while, although there is a bed and a dresser." The bed is in Cell 2. The description of the bed is "Like the cell itself, the bed has not been touched." The dresser is in Cell 2. The description of the dresser is "There isn't much except for a drawer." It is fixed in place. The drawer is part of the dresser. The drawer is an openable and closed container. In the drawer is the third piece of paper. The description of the third piece of paper is "It reads the number 2 and the number 5." Cell 3 is a room. "This cell seems more recent, but seems to be used for storage judging by the boxes." The boxes are in Cell 3. The boxes are fixed in place. The description of the boxes is "Just some boxes full of random knickknacks, but there's also something underneath." The loose floor tile is part of the boxes. The loose floor tile is a closed openable container. In the loose floor tile is the fourth piece of paper. After opening the loose floor tile: say "You move the boxes and flip open the loose tile, revealing another piece of paper." The description of the fourth piece of paper is "It reads the number 3 and the number 1." The barred window is in Cell 3. The barred window is fixed in place. The barred window is an open container. In the barred window is an apple. After taking the apple: say "You reach out and grab the apple." The apple is edible. After eating apple: say "You eat the apple. It tastes delicious."; award 80 points. The description of the apple is "Crimson red and very appetizing." The Gatehouse is a room. "The gatehouse isn't much, although there are stairs leading to the upper level of the building and the master key is hanging off the wall." The master key is in the Gatehouse. The description of the master key is "This key most likely unlocks the other two cells back in the prison hall." The stairs is a door. The stairs are up from the Gatehouse. The stairs are down from the Police Office. The coin is in the Gatehouse. The description of the coin is "It isn't much, but you might as well take what you can." The Police Office is a room. "Luckily, there is no one in the office at this time. There is, however, a locked safe with a keypad, maybe that is where the entrance key is." The safe is in the Police Office. The safe is a closed openable container. In the safe is the entrance key. Instead of opening the safe when the player is not carrying piece of paper, say "You don't have the complete combination." Instead of opening the safe when the player is not carrying second piece of paper, say "You don't have the complete combination." Instead of opening the safe when the player is not carrying third piece of paper, say "You don't have the complete combination." Instead of opening the safe when the player is not carrying fourth piece of paper, say "You don't have the complete combination." After opening the safe, say "You input the code and open the safe, revealing the entrance key." The policeman's desk is in the Police Office. The desk is fixed in place. The badge is on the desk. The description of the desk is "It's empty except for the policeman's badge lying on top." The description of the badge is "It's a badge certifying authority, might be useful." After taking the badge: say "You pocket the badge to possibly use it later."; award 300 points. The barred door is a door. The barred door is south of the gatehouse. The barred door is north of the Prison Entrance. The Prison Entrance is a room. "This is it, the door is right there, and luckily the only guard in the room is sleeping." The Prison Guard is a person. The Prison Guard is in the Prison Entrance. Every turn when the player can see The Prison Guard in the Prison Entrance: say "The Guard utters such a loud snore, you wonder how he hasn't woken himself up yet." The heavy iron door is a closed locked door. The entrance key unlocks the heavy iron door. The heavy iron door is south of the Prison Entrance. The heavy iron door is north of Freedom. Freedom is a room. Every turn while in Freedom: if score is 0 begin; say "You take a step outside and breathe the fresh air, finally free of that little stone chamber. You live the rest of life in peace, congratulations!"; end the game in victory; end if. Every turn while in Freedom: if score is 80 begin; say "You take a step outside and breathe the fresh air, finally free of that little stone chamber. You live the rest of life in peace, congratulations!"; end the game in victory; end if. Every turn while in Freedom: if score is 380 begin; say "You take a step outside and breathe the fresh air, finally free of that little stone chamber. You live the rest of life in peace, congratulations!"; end the game in victory; end if. Every turn while in Freedom: if score is 300 begin; say "You take a step outside and breathe the fresh air, finally free of that little stone chamber. You live the rest of life in peace, congratulations!"; end the game in victory; end if.