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The Uncharted Island [RELEASED]
by
stanra
Played 277 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
Talking to is an action applying to one visible thing. Understand "talk to [someone]" or “converse with [someone]” as talking to. Check talking to: say "[The noun] doesn't reply." Understand "sniffing" as smelling. Check smelling: say "[The noun] smells how you would imagine a [The noun] to smell like." The player is wearing a tank top, a pair of sweatpants, a torn parka, and a pair of black socks. when play begins: say "[italic type] You wake up on the side of the beach gasping for air and cough out seawater, presumably washed up on shore as you see a wet plank of wood sitting underneath you. You feel nauseous and place your palm on your head. Blood, you are bleeding from your head and need medical attention fast! You can't recall the events of last night, all you remember is hearing the loud sirens and panicked screams as you passed out. You see a figure in the distance approaching you but can't make much of it. He notices you're awake and begins approaching you. He starts acting all chummy as he offers you some coconuts from the nearby trees, but you can't recall who he is as you take a sip of sweet coconut water. Then it dawns on you that you can't seem to recall anything, not even your name!" The Beach is a room. The description of the Beach is “The hot sands of the beach give your toes a light sting, you see a few coconut trees nearby and in the distance, you can also see a thick smog emerging from the east over the vast green horizon and traveling north from who knows where. To your North, you see a long rocky path under the shade of the vibrant green palm trees leading to an open clearing of grassy fields, possibly from belonging to some sort of farm. Additionally, you see a trail of scrap metal scattered across the beach extending a bit to the northeast, from which you smell a slight odor of petrol.” The brown coconut is in the Beach. The description of the brown coconut is "a large, nut-like fruit with a hard shell that grows high in trees (RESTORES 20hp)." The coconut tree is in the Beach. It is fixed in place. The description of the coconut tree is “A spark goes off in your head as you suddenly remember the last time you sat under a coconut tree when a large coconut dropped down on your head knocking you out and giving you a major concussion.” Instead of eating the brown coconut when the player is not carrying the dagger, say "You can't eat nor drink it without opening it." The brown coconut is edible. After eating the brown coconut when the player is carrying the dagger, say "You hack open the top of the coconut, revealing the plump white meat and sweet coconut juice which you devour in seconds." Albert is a man in the Beach. Understand "man" as Albert. The description is "This man is slightly chubby and tall with buzzed blonde hair wearing jean shorts and a dark blue t-shirt with the words [italic type] Math Rules". Albert is wearing a t-shirt. Albert is wearing a pair of shorts. Instead of talking to Albert: say "[one of]' Who are you? What are we doing in here?' you say, confused. [paragraph break]'Lo mate, I'm Albert, we seem to be stuck on this island together. I guess we'll have to figure out a way to get outta here. I saw remains of the airplane northwest of here, I was too scared to leave you alone there, but now that you're up, I reckon we can go there together and find the medical kit to get you healed from your pretty bad bleeding up there.' Albert explains, pointing to your head. [or] 'I don't know what I'm doing here' you say with uncertainty.[paragraph break]' Neither do I, but I'll tell ya one thing, we'll get out of this hellhole together, with the power of friendship!' when he says friendship, confetti seems to be appearing out of nowhere, you must be hallucinating.[stopping]". Instead of examining Albert in the Crash Site: say "Albert Looks around at the devastation that occurred in the Crash Site, the small two-seater jet looks absolutely demolished. Albert chuckles softly 'Insurance sure isn't gonna cover this.'" The Crash Site is a room. “As you approach the crash site, the unique odor of petrol becomes more prominent as the molecules of benzene make their way across your blood-brain barrier. You come closer to see two large white and blue metal structures in the distance. When you approach the structures it becomes evident that you see the remnants of a plane crash. You see a large gaping hole on the side of the plane. It seems like the plane imploded, squishing everyone inside to death in an instant, as it no longer holds its structure with coagulates of blood splattered across, looking like a piece of folded origami poorly painted red. You see another similar rocky path to the clearing of grassy fields but now to your East.” The Crash Site is northwest of The Beach. The Beach is southeast of The Crash Site. The crowbar is in the Crash Site. The description of the crowbar is " A shiny fully iron crowbar with one end for pulling nails that are flush or prying things open and the other end works as a lever." The emergency box is in the Crash Site. The emergency box is a closed locked container. The description of the emergency box is "A locked medium-sized red container with reflective writing saying emergency preparedness in bold with a white cross underneath." The crowbar unlocks the emergency box. After opening the emergency box, say "You shove the crowbar into the slightest visible gap of the emergency box and pry open the lock revealing a medkit, an empty flare gun, and a dagger." The medkit is in the emergency box. The dagger is in the emergency box. The empty flare gun is in the emergency box. The description of the empty flare gun is “A bright red gun with a black grip, black trigger and a crack action loading mechanism that can hold one bullet/flare.”The description of the medkit is “A small red bag made of tough waterproof fabric with a zipper on top containing all sorts of disinfectants and medical essentials (RESTORES 100hp).” The Farm is a room. The description of the Farm is “You see a large open field with crops that have completely dried out. To your West, you see what appears to be some sort of wreckage like a Crash Site. In the distance to your North, you see an old wooden windmill, whose blades croaked in the wind weathered by countless storms. You also see a barn further north which looks as if the once bright red paint has peeled and dulled into a depressing burgundy colour. You also observe a clearing of untouched land northeast, flowing up and down like rolling hills. Lastly, you see the forest to your East which you once only saw as a horizon of green not too long ago. The air smells like decaying wood, like a forgotten place surrendering to nature’s relentless grip. The hares hop through the fields scurrying, as you approach them in fear of you hurting them. Scraps of metal are used as fences (which look eerily similar to the metal on planes), but you and Albert swiftly hop over the fence.” The Farm is north of The Beach. The Beach is south of The Farm. The Farm is east of The Crash Site. The Crash Site is west of The Farm. Instead of examining Albert in the Farm: say "'Wooo, this farm looks pretty darn old and unkempt, I wonder who left this island so long ago. ' says Albert with a look of wonder on his face." The wooden door is a closed door. The description of the wooden door is “An old wooden door with a rusty brass knob and a broken lock”. The wooden door is north of The Farm. The Farm is south of The wooden door. The Windmill is a room. The description of the Windmill is “The interior of the windmill smells earthy, just like its interior made of decaying wood, now home to a colony of termites. You can hear the wind howl even when you are inside the windmill. The windmill looks very plain and deserted. As you run your hand along the walls of the windmill, a layer of dust accumulates on your fingertips. Through the one tiny window, you can see a small barn to your north blocked off by some hay bales. Albert looks at you very confused, he is also looking very frustrated about the fact that you don't know where you are going.” The Windmill is north of The wooden door. The wooden door is south of The Windmill. The wire cutters are in the Windmill. Understand “wire cutter” as wire cutters. The description of the wire cutters is “An industrial grade wire cutter capable of cutting through strong but thin objects. It would be a shame if I stuck my finger in there.” The farmer's boots are in the Windmill. Understand “boots” as farmer's boots. The description of the farmer’s boots is “ Plain old boots that cover up to your shins and can provide extra grip in rough terrains. It also comes equipped with fur.” The farmer's boots are wearable. The hay bales is a closed locked door. The hay bales is north of The Windmill. The Windmill is south of the hay bales. The dagger unlocks the hay bales. The Barn is a room. The description of the Barn is “The interior of the barn is dimly lit by the sunlight that filters through the baps in the ceiling. The interior smells like hay that has been in moisture for far too long, rendering the barn to smell like the moldy surprise you find in your lunch box after opening it to pack your lunch after the winter break. You run your hands along the walls of the barn, accidentally piercing a piece of wood through your delicate skin. To the south is the old creaky windmill.” The Barn is north of the hay bales. The hay bales is south of the Barn. The stale bread is in the Barn. The description of the stale bread is “A fine quality piece of French bread but now with NEW features such as mold and hard metal inserts that make it as hard as a rock.” The vodka is in the Barn. The shell is in the Barn. The description of the shell is “ A small red hollow metal structure with a solid base and flat head, kinda looks like a shotgun bullet but empty....” The vodka is edible. The description of the vodka is “This is a regular glass bottle of vodka. The label of the bottle reads ‘XXX-VODKA’, and the cap is made of shiny soft metal. It seems like it has been opened before….” Instead of eating stale bread, say " I don't think eating this is the best idea." After eating the vodka, end the story saying "You open the bottle of vodka and put the rim gently against your soft lips to take a small swig. You feel a burning sensation on your lips tingle down your throat, it must be normal right? Vodka has a high alcohol content anyway… You notice it too late, the burning continues even after you put the bottle down as Albert stares at you in horror. What is it you wonder, why is he staring at me like he’s seeing a ghost? You look down and notice your shirt is slowly melting. It wasn’t vodka you just drank, it was acid. You scream in agony as your insides start melting away. No one can save you as you slowly lose consciousness and die of blood loss." The Forest is a room. The description of the forest is “The forest is filled with trees of every kind, birch, oaks, and willows. Sunlight shines on the different leaves growing on the forest floor. A little further ahead of you see a fox trying to catch a bunny. As your lungs fill with the sweet air of the forest, Albert says, ‘I wonder what it would be like to live in a cabin like this, in the woods, secluded from everyone.’ You let out a big laugh, ‘If that's what you want, go for it. I’d rather go home and enjoy a suburban life.’ Secretly, you wouldn’t mind staying here, listening to the birds as they serenade you. As you look to the north, you can observe large bumps of plain hills. To the west, you can see the large farm full of unkept crops. North East of here, you can see the forest getting darker due to the lack of sunshine hitting the forest floor. A little far off to the East through the trees, you can see a cliff that overlooks a large structure.” The Forest is east of The Farm. The Farm is west of The Forest. The Rolling Hills is a room. The description of the Rolling Hills is “As you look around, you see that the terrain is incredibly bumpy and hilly. It was quite the site, with kilometres of land filled with hills that kept going on and on until what seemed like, an eternity. If you were a video game developer, you would definitely have called this place, ‘The Rolling Hills’. As you look around, you can see various wildflowers of every colour growing in bunches, you hear the buzzing of grasshoppers and as you look up, the sun shines bright in the vibrant blue sky accompanied by fluffy white clouds. To the west, you can see a dark forest giving off an eerie aura. To the south, you can see a forest springing with life, from the distance, you can see a family of deer coming out of the forest. To the southwest, you can see the farm full of barren and unkempt land. To the southeast, a large cliff overlooks a strange structure.” The Rolling Hills is northeast of The Farm. The Farm is southwest of The Rolling Hills. The Rolling Hills is north of The Forest. The Forest is south of The Rolling Hills. The Deep Forest is a room. The description of the Deep Forest is “As you and Albert venture further into the forest, it gets darker and darker. The trees are more tightly packed together and your visibility gets painfully low. CRACK, you look behind you, the same fox that was chasing the bunny looks at you with its eerily blank eyes, moments later, it blinks and runs away to find new prey to hunt. You feel a shiver down your spine as the wind blows onto the nape of your neck. The smell of the forest isn’t as sweet anymore, instead, the forest is taken over by the smell of decay and mud. You slow down as the mud makes moving around painfully slow. To the northeast, you can see a small hut. To the west, you can see the rolling hills. To the south, you can see a large cliff overlooking a large and strange structure. To the southwest, you can see a forest blooming with life, full of greener plants and a more stable path.”The Deep Forest is east of The Rolling Hills. The Rolling Hills is west of The Deep Forest. The Deep Forest is northeast of The Forest. The Forest is southwest of The Deep Forest. The winter jacket is in the Deep Forest. The winter jacket is wearable. The description of the winter jacket is “A winter jacket covered in mud from the forest floor” The Mountain Outpost is a room. The description of the Mountain Outpost is “The mountain outpost is a stone hut covered in ice. The interior is surprisingly warmer than the exterior. The room is very minimal with a small pile of objects in the corner of the room. You and Albert take a minute to just sit and rest. You feel your skin getting warmer as the warmth of the room encircles you. Your hands vell the hard and rocky floor of the small outpost. You feel as if you are so close to approaching your goal of getting out of the island. You feel ready to get back to your normal life. As you look up, you can see the peak of the mountain, covered in snow. Looking southwest, you can see the deep forest, giving you chills of your memory trying to get through the deep forest despite its eerie atmosphere.” The Mountain Outpost is northeast of The Deep Forest. The Deep Forest is southwest of The Mountain Outpost. The radio is in the Mountain Outpost. The description of the radio is “You thought you could contact authorities for help until you notice the broken antenna….”The climbing gear is in the Mountain Outpost. The climbing gear is wearable. The description of the climbing gear is “Nice, now you can climb things.” The Peak is a room. The Peak is up from The Mountain Outpost. The Mountain Outpost is down from The Peak. The description of the Peak is “The peak of the mountain is absolutely breathtaking, both figuratively and literally, as your breaths get shorter and brisker. You can see a panoramic view of the whole island(semi-colon)the farm, the beach, the crash site, the large stretch of forest, the long and bumpy plain of hills, the abandoned facility, and the green cliffs. You feel accomplished having gone through the island alive, you look at Albert with pride, but for some reason, he looks distant and looks off at the view, avoidant of your gaze. Looking down from the peak, you can see the mountain outpost, where you got your climbing gear.” The Green Cliffs is a room. The Green Cliffs is east of The Forest. The Forest is east of the Green Cliffs. The Green Cliffs is south of The Deep Forest. The Deep Forest is north of The Green Cliffs. The Green Cliffs are southeast of The Rolling Hills. The Rolling Hills are northwest of The Green Cliffs. The description of the Green Cliffs is “You and Albert finally reach the Green Cliffs, and boy does it have a spectacular view. From the edge of the cliff, you can see the tree tops, which look like an ocean of green leaves which you are ready to dive into. Further into the forest, you can see a rusty and worn building, as you take a closer look, you might think it could have been some sort of government building. The air smells crisp and fresh, ‘Why is such an enormous building built in the middle of nowhere?’ inquires Albert, clearly consumed by curiosity. ‘I'm not sure, maybe people came here a long time ago and forgot about this island after they left-----HEY, why are you trying to push me! It’s incredibly risky, especially since we’re standing on the edge of a cliff!’. Albert looked apologetic, ‘Sorry mate, I wasn’t actually going to push you, it was just a prank.’ Albert nervously laughs as his hands are rubbing his nape. North of here, you can see the deep forest, as you feel a cold breeze coming from it. Southeast of here you can see a building covered in rusty metal, blocked off by what seems to be a military-grade wire gate. To the west, you can see the regular forest as a group of birds fly over the top of the trees of the forest. To the northwest, you can see plains of hills.” The wire gate is a closed locked door. The wire cutters unlocks wire gate. The wire gate is southeast of The Green Cliffs. The Green Cliffs is northwest of The wire gate. The description of the wire gate is “A grey towering military-style wire gate with electric barbs on top stands between you and the facility ahead.” The Abandoned Facility is a room. The description of the Abandoned Facility is “You enter the building and realize that this isn’t a regular building, it’s a warehouse! You smell the scent of a new car and tons of chemicals. There must be supplies lying around somewhere! As you explore more into the facility, you notice the US flag everywhere but can’t find a thing! It seems like the person before you must’ve taken everything. You can’t help but notice the weird engravings on the walls. As you scrutinize it further you realize, the engravings reveal a map of the place with three floors, a rooftop, a basement, and this floor, although the basement floor is crossed out for some reason… As you search further you find the stairs to the roof but it seems like the metal door to the roof requires a keycard. However, when you find the basement floor you smell a putrid smell of death and see a trail of coagulated blood running down the stairs… You connect the pieces together and realize that this isn’t a regular warehouse but an abandoned government facility.”The wire gate is northwest of The Abandoned Facility. The Abandoned Facility is southeast of The wire gate. The metal door is a closed locked door. The access card unlocks metal door. The metal door is up from The Abandoned Facility. The description of the metal door is “Made from bulletproof glass and full metal with a keycard scanner next to it, it would be impossible to open without the right keycard, which makes sense for a government facility, but makes you wonder, what were they hiding in here?” The Roof is a room. The description of the Roof is “You feel scared as you get onto the roof, the planks of rusty metal bend under your weight. You feel the wind blowing through your hair, sending shivers down your spine. You look over to Albert, who looks scared of looking down and is clenching his fists. In the middle of the roof, you see a metallic contraption labeled teleporter, it may be a way out of this building!” The Roof is up from The metal door. The metal door is down from The Roof. The teleporter is a device in the Roof. It is fixed in place. The description of the teleporter is “A large device with a pod and lever suited to fit two people.” Carry out switching on the teleporter: Say “You enter the pod, pull the lever, and are blinded by a bright light. You open your eyes to see yourself on the beach at the beginning” ; Move Player to Beach. The Secret Laboratory Entrance is a room. The Secret Laboratory Entrance is down from The Abandoned Facility. The Abandoned Facility is up from The Secret Laboratory Entrance. The description of the Secret Laboratory Entrance is “You enter the first room of the basement following the trail of coagulated blood as the smell of rotting meat becomes more pronounced. You look around to see absolutely nothing except the stairs behind you leading back up to the abandoned facility and the main hall to your north. However, you hear the low-pitch hum of the power generator nearby, meaning someone was here not too long ago.” The Main Hall is a room. The description of the Main Hall is “You enter the dimly lit carpeted hallway as the humming of the generator gets louder. You see a light switch, an ominous black door to your East, and an armoury at the end of the hall. You rejoice at the thought of some sense of modernity existing on this desolate island, a spark of hope. Unfortunately, your newfound hope is blown out when you notice that the trail of coagulated blood and rotting odor leads to the armoury.” The Main Hall is north of The Secret Laboratory Entrance. The Secret Laboratory Entrance is south of The Main Hall. The light switch is a device in the Main Hall. The light switch is fixed in place. The light is switched on. The description of the light switch is “A classic white lever switch placed at eye level, finally something normal in here….” Carry out switching off the light switch: now the lab is dark. Carry out switching on the light switch: now the lab is lighted. The black door is a closed door. The black door is east of The Main Hall. The Main Hall is west of The black door. The description of the black door is “The deja vu you receive from looking at the door is so immense it causes a spark to go off in your head as you recall the terrible memories of entering your high school science class every morning late that you did horribly in….” The Lab is a room. The description of the Lab is “You enter through the haunting black door into a relatively large lab room. From here you can see a grand lab workbench, equipped with a single microscope, sitting in the middle of the room extending all the way back to the far side of the room where it splits off to both sides of the room and anchored down against the wall. The room appears to be in disarray as the lab workbench is missing a gas shut-off valve and a black unknown growth similar to moss stems from a door on the left side of the room which has been blocked off and sealed for the greater good. Fortunately, you spot an intact locker in the right-hand corner of the room near the door.” The black door is west of The Lab. The Lab is east of the black door. The lab workbench is in The Lab. The locker is in the Lab. The description of the locker is “A navy blue metal locker that appears to be jammed shut.” The lab workbench is fixed in place. The description of the lab workbench is “A matte black metal lab workbench with a missing built-in shut-off valve and a microscope.”The microscope is a part of The lab workbench. The description of the microscope is “A white microscope with no working lenses.”On the lab workbench are a beaker stand and a lab journal. The description of the beaker stand is “A stand that holds up to 12 beakers.”The description of the lab journal is " a regular matte black lab journal, edition #343." The locker is fixed in place. The locker is a closed locked container. The crowbar unlocks the locker. In the locker is a book. The description of the book is "A blue book with gold writing kept in mint condition titled: Room 604." The Armoury is a room. The description of the Armoury is “As you enter the armoury, you notice that the walls are made of metal. A metal desk with three drawers lies on the left side of the armoury, perpendicular to the giant vaulted door in your north. There also seems to be a dusty keypad to the right of the vaulted door with a sticky note saying: alarm has been disabled until further notice -technician, seems like no one even attempted to open this vault. However, You notice someone has engraved markings into the wall depicting a desk with three arrows pointing to the three drawers on it with a larger arrow on top pointing from left to right.”The Armoury is north of The Main Hall. The Main Hall is south of The Armoury. The desk is in The Armoury. The Wanderer is in the Armory. "The Wanderer, a grizzled and muscular figure, stands before you. He bellows, 'GIVE ME YOUR BREAD, OR YOU WILL PERISH UNDER MY MIGHT'" Instead of giving stale bread to The Wanderer: say "The Wanderer takes the stale bread from you and smiles, then suddenly vanishes into thin air. You are left puzzled."; remove The Wanderer from play; rule succeeds. Instead of doing anything other than giving stale bread to The Wanderer: say "The Wanderer looks at you with anger in his eyes and swiftly attacks you. He's too powerful, and you don't stand a chance. Your life fades away..."; end the game in death. The desk is fixed in place. The description of the desk is "An ordinary metal desk with three drawers colored from right to left: red, blue black." The black drawer is part of the desk. The black drawer is a closed openable container. The description of the black drawer is “A fully matte black slideable drawer, ikea really has the quality control under thier belt….” In the black drawer is a lockpick. The description of the lockpick is “A tool for opening simple locks.”The red drawer is part of the desk. The red drawer is a closed openable container. The description of the red drawer is “A bright crimson red slideable drawer, ikea really has the quality control under thier belt….” In the red drawer is a note. The description of the note is "a note reading 499 tacos with a cool drawing of one next to it in red ink, it starts to make you feel hungry..." The blue drawer is part of the desk. The blue drawer is a closed locked container. The description of the blue drawer is “A baby blue slideable drawer, hey why is it not moving right. I think Ikea may have forgot to lube the drawer slides this time….”The crowbar unlocks the blue drawer. In the blue drawer is a pistol. The description of the pistol is “You never learned how to use a gun, best to not use it anyways….” The vaulted door is a closed locked door. The vaulted door is north of the Armoury. The Armoury is south of the vaulted door. The description of the vaulted door is “A door resembling a bank vault door.” The Vault is a room. The description of the Vault is “You enter the cold metal vault to see empty file racks and a single safe in the middle, what a disappointment… Although slightly less rancid and eerie than the other rooms down here. Additionally, you don’t hear the annoying hum of the generator in here, ah what a nice place to meditate. Tempted, you run your hands along the cold metal file racks against the wall, picking up all the dust piling for over a good period of who knows how long, further crushing your hopes of contact with modernity.”The Vault is north of the vaulted door. The vaulted door is south of the Vault. The safe is in The Vault. The description of the safe is “A shiny metal safe with a single Dudley lock holding the door closed, why would they put this be in here behind a giant bank vault door anyways?” The safe is fixed in place. The safe is a closed locked container. The lockpick unlocks the safe. In the safe is an access card, adrenaline injector, and black powder. The description of the access card is “A white keycard with a big yellow-green stripe on the top. There is text on the white part saying: ‘Facility Personnel-L3 clearance-Major Scientist Card’.” The description of the black powder is “A mysterious black powder.” The description of the adrenaline injector is “The classic epinephrine autoinjector to provide rapid relief of severe hypersensitivity reaction to drugs and other allergens, also used to treat anaphylactic shock (RESTORES 50HP).” The keypad is in the Armoury. The description of the keypad is “A keypad with 10 numbers from 0-9 and 9, 7-segment LED displays.” It is fixed in place. Instead of examining the keypad: Now the command prompt is “Enter Password >>”. After reading a command when the command prompt is "Enter Password >>": If the player's command matches "343499604": say "After you type in the password, the keypad panel flashes green three times and you hear mechanical whirring and clunking followed by the vaulted door opening up slowly"; Now vaulted door is open; Now the command prompt is ">"; Otherwise: say "After you type in the password, the keypad panel flashes red and makes a loud beep noise”; now the command prompt is "Re-Enter Password >>". The red flare is a thing. Understand "flare" as red flare. The description of the red flare is “A small red metal structure with a solid base and flat head, kinda looks like a shotgun bullet…” Combining it with is an action applying to two things. Understand "combine [something] with [something]" as combining it with. After combining the shell with black powder: say "You open up the red casing and pour a generous amount of the unknown powder into it, you have successfully made a flare"; remove the black powder from play; remove the shell from play; now Player has red flare. The loaded flare gun is a thing. The description of the loaded flare gun is “The flare gun is now loaded, find the best place to shoot it. You only have one chance at this, don’t mess it up.” After combining the empty flare gun with the red flare: say "You load the flare gun with the flare, now you can shoot it"; remove the flare gun from play; remove the red flare from play; now Player has loaded flare gun. Instead of going to the Peak when location is Mountain Outpost: if the player has the loaded flare gun: if the player is wearing the winter jacket and the player is wearing the farmer's boots and the player is wearing the climbing gear: say "You climb to the peak with all the necessary gear. You shoot the Loaded Flare gun into the Sky, but just as you are about to shoot the gun, Albert speaks in a sinister voice and stabs you with the dagger from before."; end the story saying "You did everything you could to win, but Albert killed you in the process. As you bleed to death, Albert says, 'You have almost killed me in the process of piloting the plane, you have landed me in the worst island on earth. On top of that, you never bothered to check on me throughout the game. I don't regret this, and it seems as though only one of us is coming home. MWAHAHAHAHA' Albert laughs maniacally. Barely conscious, Albert drags your body to the edge of the peak and throws you off. That’s when it all hits you, and all your memories come flooding back. You were the #1 pilot in America, you had a family, and you were tasked with flying a new revolutionary commercial plane when all systems shut down on you. You remember who Albert really was, he was the passenger on first class who took a parachute and jumped out of the plane, leaving the rest of the passengers to be killed by the dramatic air pressure differences in and out of the plane. He was responsible for it all, it was Albert all along…."; otherwise: say "You need to be prepared if you decide to take the daring climb."; else: say "There is nothing worth risking your life for currently to climb the mountain."; Instead of going to the Peak: if the player carries a loaded flare gun and the player carries a dagger and the player is wearing the winter jacket and the player is wearing the farmer's boots and the player is wearing the climbing gear: say "You reach the peak of the mountain, and your friend greets you with a smile. Together, you signal for help with the flare gun, and you both make it back to safety. Congratulations, you've succeeded!"; end the game in victory; else: say "You need to be prepared if you decide to take the daring climb."