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the quest continues
by
Trevor Hemming
Played 674 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"the quest continues" by trevor hemming when play begins: say "public notice: to give context to the IF community, this game is just one part of a larger digital scavenger hunt game i made for my friends to play. if it doesn't make sense to you, that's probably why. also, i'm brand new at this you have come a long way, weary traveler, but the path you pursue is not in vain. rest assured you will soon have what it is you need to continue." the display banner rule is listed before the when play begins stage rule in the startup rules. purgatory is a room. purgatory is west of a stone wall. "you find yourself in a dark and dreary place. you know not where you are. all you know is that you must find a way out." a stone wall is east of purgatory and west of the passage. a stone wall is a door. a stone wall is locked. the description of a stone wall is "on the eastern perimeter, there stands a heavyset stone wall with a faint arch outlined in silver. inscribed on this arch are the words 'speak friend and enter'" after examining the stone wall: now the command prompt is "speak>"; continue the action. understand "mellon" as simping. simping is an action applying to nothing. after reading a command when the command prompt is "speak>": if the player's command matches "mellon": now stone wall is unlocked; say "*stone grates heavily* a passage appears leading east! t'would wise to follow it."; now the command prompt is ">"; otherwise: say "stone wall remains unchanged."; now the command prompt is ">"; continue the action. ye olde key is in purgatory. the description of ye olde key is "rusty and bent, this key has long since opened its matching lock." a sledge hammer is in purgatory. the description of a sledge hammer is "this hammer makes light work of wooden doors and watermelons." elvish dictionary is in purgatory. the description of elvish dictionary is "this timeless text appears fresh off the press. penned in the scroll of a fair and beautiful hand appear both foreign and familiar words. a few among them are as follows: hair~fin friend~mellon wolf~draug" the passage is a room. the description of the passage is "at once you recognize this as a transitory place, merely a path between two realms. dimly lit by a portal in the background, you see a man linger in the way." the portal is a door. the portal is north of the passage. the portal is locked. the matching key of the portal is suspension of disbelief. the description of the portal is "a faint, pale-green glow encompasses a rounded corner on the north side of the passage. it being the only recognizable path out of the passage, you feel in your bones that you must make way through it, however uncertain it may be." the interlocutor is a person in the passage. the description of the interlocutor is "appearing bereft of all sense and sensibilities, this man looks aged beyond all the years of human history, yet spry and swull af. king bumi of omashu comes to mind, as a great grin connects his cheeks. he has a nametag that has in sharpie that weird pointed S we all drew in middle school. good luck with this one, broh. he looks like a nut and a half." table of the interlocutor responses topic response "who he is" "noone of consequence" "where i am" "a hop, skip and a jump away from everywhere and nowhere." "dirty old cup" "*slaps roof of cup* this bad boy can fit so many ounces in it. it's DEFINITELY not the holy grail... take it with you. you'll need it where you're going." "gold ring" "that old thing is the ring of Gyges. it'll uhh blow you up if you put it on. you're best to leave it here." "baseball" "it was signed by babe ruth and chewed on by the beast, then some kids threw it through my window. take it if you want. i have no use for it, for there's nobody to play catch with!" "suspension of disbelief" "ah yes, this strange thing that you've acquired will get you out of here if you wield it like a key, but hold on to it for too long, and your friends will take you for a loon, and you'll end up stuck in a passage like this for eternity, much like myself. use it to go through that portal when you're ready to leave me be. don't forget your cup! the other trinkets are worthless." after asking the interlocutor about a topic listed in the table of the interlocutor responses: say "[response entry]". cream of a thousand ices is in the passage. the cream of a thousand ices is edible. the description of cream of a thousand ices is "this ice cream is magical, for it turns into the flavor that the beholder desires most. this ice cream fills half the room, and takes about four and a half videogame hours to eat (in the world of three dimensions, this takes less than a millisecond, as the cream of a thousand ices is merely digitally transmitted text)" after eating the cream of a thousand ices: say "+1,000 bellyache" chest is a kind of container. chest is openable. chest can be opened. ye olde chest is a chest. ye olde chest is in passage. ye olde chest is lockable and locked. the matching key of ye olde chest is ye olde key. the description of ye olde chest is "wrought with antioxidant iron and made of rotless cedar wood, this chest has withstood the test of time." dirty old cup is in ye olde chest. the description of dirty old cup is "crudely carved of wood with an hourglass figure to it, this cup looks to be about two thousand years old. perhaps that old guy will know more." gold ring is in ye olde chest. the description of gold ring is "it's too small for your finger. don't even try it, bub. perhaps that old guy will know more." before going through the portal: if the player carries gold ring: move the player to the passage, without printing a room description; say "have we something in its pocketses that we shouldn't have?"; stop the action. before going through the portal: if the player does not carry dirty old cup: move the player to the passage, without printing a room description; say "forgetting a vessel, are we?"; stop the action. baseball is in ye olde chest. the description of baseball is "scrawled on with a ballpoint pen and slobbery as scooby doo suckin on a subway sandwich. perhaps that old guy will know more." suspension of disbelief is in ye olde chest. the description of suspension of disbelief is "lacking any real physical form, taking this item will cast upon you a warm fuzzy feeling. when acquired, you will start to believe that things like magical portals will actually work." the proving grounds is a room. proving grounds is north of the portal. the description of the proving grounds is "in this room, you see a peculiar sight. on the east side, the side black as night, stands a man dressed in white. on the west side, white as snow, stands a man dressed in black. two men stand in front of either door, east door and west door, respectively. on the wall between them is written this: 'one of these doors will take you home, and the other will take you to the pit of despair. one of these men is known always to lie, and the other to to speak true and fair. the guard who lies guards the pit, and the man who truths guards your home. both know you want to go home and avoid despair. with one question asked to one man alone, you must find your way home. one chance you have, for neither door is locked. but as soon as you go through either, you cannot turn back.'" east doorman is a person in the proving grounds. the description of the east doorman is "dressed in all white, this man guards the east door." west doorman is a person in the proving grounds. the description of the west doorman is "dressed in all black, this man guards the west door." east door is a door. east door is east of the proving grounds. west door is a door. west door is west of the proving grounds. the pit of despair is a room. the pit of despair is east of east door. the description of pit of despair is "the albino greets you. before he straps you into the the machine, he says, 'ahh, ineptitude has delivered me a fine victim! before i put you to suffering, let me offer you a DRINK. after all, eternity is an awful long time. you'll be here a while, so you might as well settle in and get comfortable, eh? take this DRINK. the DRINK is all our magnificent and ever-so-modest designer, who radiates brilliance and oozes excellence, intended you to find, anyway. do you have a cup? i hope you have a cup. everyone ought to have cups at hand. aht aht, i'm rambling, aren't i? alas, i'll leave you in peace for the time being. rest well, dream of large women, and i'll likely kill you tomorrow!' the game is over. you might like to go back to the other rooms for gits and shiggles if you so desire, but you should have what you need for success." home is a room. home is west of west door. the description of home is "you made it home. idk what your house looks like (or maybe i do. but i have no way of knowing who you in particular are, as i'm writing this from the past now, and i am no nostradamus). regardless, your house looks exactly how you left it. get off this blasted computer, and reward yourself with a DRINK. hard, soft, bitter, sweet, bubbly, hot, cold, flat, fruity, tootie, i care not. take a DRINK, and DRINK it well. i hope you have a cup at hand! you'll need it sooner or later. DRINK. the word i want you to take away from this, as i deliriously clickity-clack the night away at the keyboard is DRINK! the game is over. you might like to go back to the other rooms for gits and shiggles if you so desire, but you should have what you need for success." table of east doorman responses topic response "which door the west doorman would tell me to take" "west doorman would tell you to take east door." after asking east doorman about a topic listed in the table of east doorman responses: say "[response entry]". table of west doorman responses topic response "which door the east doorman would tell me to take" "east doorman would tell you to take east door." after asking west doorman about a topic listed in the table of west doorman responses: say "[response entry]".