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fairy potion
by
Laura & Tiffany
Played 68 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The maximum score is 5. The Forest is a room. "You are deep in the forest, surrounded by trees. Their long branches stretch towards the sky, creating a canopy above you. You are a raven, a large black bird with purple-tinted feathers. You fly, weaving between branches, ignoring the other ravens in their nests. They have no master, no witch to serve. You're on a mission, but first, you have to get home. There’s a small dirt path, weaving between trees leading north, west and south. To the north is the witch's lair. To the west is the Garden. To the south is the fairy's cottage. To the east is more trees, too thick to fly through." The Witch's Lair is north of the forest. "You enter the witch's lair which is, in reality, a dark cave, with thick rugs lining the cold stone floor. Tapestries cover the walls, and images of lush gardens, pastel flower fields and forest creatures are woven into the fabric. Where there are no tapestries, there are shelves, full of books and colourful glass vials. Lanterns hang from the ceiling, illuminating the room in a warm amber glow. In the middle of the room is a bubbling cauldron over a large, crackling fireplace. In the corner is a small, cluttered wooden desk and a single, twin-size bed. To the east is a wooden door." The Witch is a person in the witch's lair. The description of the witch is "She's sad, rubbing her pale green skin. Her long black robes drag across the ground as she moves, the edges tattered from age." Instead of asking the witch about "witch": say "I want to become a fairy, you’re going to help me make a potion to level up my powers." Before showing the key to the witch: say "You need it to unlock the door." Instead of asking witch about "fairy": say "We need to make a potion to help me level up. Get me a glass bottle to hold the ingredients." Instead of taking the witch: say "That was a bad idea. She was cursed with her magic, now you are cursed."; end the game in death. Instead of attacking witch: say "You thought you could overpower her but you were sadly mistaken. She could always find another raven."; end the game in death. The wooden door is east of the witch's lair. The wooden door is a closed locked door. The key unlocks the wooden door. The bed is in the witch's lair. The bed is fixed in place. The desk is in the witch's lair. The desk is fixed in place. The description of the desk is "A small, wooden desk with a drawer. There are papers and trinkets scattered across the desk surface, some toppling over the edge. The witch isn’t very tidy; the desk is old and should’ve been replaced years ago. Instead, the dark paint is peeling, the wood is rotting and the legs creek from pressure. There’s a drawer attached to the desk, holding more unused objects." The drawer is a part of the desk. The drawer is a closed openable container. In the drawer is a book, a feather, and a key. Instead of taking the desk: say “You’re a small raven with little exercise. This desk is ten times bigger than you. That and it’s fixed in place.” The description of the book is "The book is thick and heavy. A layer of dust settled on the surface, the title unreadable, fading from age. The pages are yellowed and wrinkled from years of sitting on the desk. You don't think you can lift it." Instead of taking the book: say "You don't think you can lift it. It's a heavy book and there's a lot of dust you might choke on." The description of the feather is "It's black, with purple highlights in the light on the lanterns. A raven feather, taken from you to use as a quill, although, from the state of it, it had been left in the drawer forgotten." Instead of eating the feather: say "The feather came from you. You DO NOT want to eat it. The texture's a bit weird. Overall it wouldn't taste good." The description of the key is "It looks old and the metal is bent in a few places with patches of rust. It still looks more used than the other objects, with a new leather strap attached to make it easier to find." Instead of eating key: say “You need the key, it’s also really rusty and you don’t want to get tetanus.” After taking the key: increase the score by 1. The Storage Room is east of the wooden door. "The storage room has wooden shelves lining the walls, covering the cobblestone walls. Hundreds of glass bottles rattle at your presence, threatening to fall. A single lantern hangs from the ceiling, your only source of light, bathing the room in a deep amber glow." The shelf is in the storage room. The shelf is fixed in place. The description of the shelf is "The shelves are where the witch keeps all her ingredients in glass jars. From dragon scales to the voice of sirens. There is a box in one of the shelves, holding other equipment that couldn't fit on the cluttered shelves." The box is a part of the shelf. The box is a closed openable container. In the box is a glass bottle. The description of the glass bottle is “It’s a small, round container with a cork stopper. It is said to be forged by dwarves deep underground, but right now it looks like something you can find at Dollarama.” Instead of eating the glass bottle: say "You need it. Plus, swallowing glass shards is not a good feeling." After taking the glass bottle: increase the score by 1. Before showing the glass bottle to the witch: say “Thanks, I’ll take that. Now we have to get the first of two ingredients, flower petals. You would probably find those in the fairy’s part of the forest. Good luck.” The Garden is west of the forest. “The Garden is average-sized, but incredibly beautiful, with cobblestone paved paths, lush bushes, and blooming, colourful flowers. In the center is a three-tier water fountain and a large bronze statue of a fairy. In the corner, to the left of the statue, is a vegetable patch with corn stalks, kale sprouts, and vines of tomatoes growing high. There is also a vineyard of grapes growing in the corner.” The fairy is a person in the Garden. The fairy carries the flower petals. The description of the flower petals is “The flower petals are pink, brightly coloured peonies. Once sensitive to the touch, they glow brighter, with an aura to them.” Instead of eating the flower petals: say "Those flower petals were not properly prepared to be edible."; end the game in death. Instead of asking fairy about “flower petals”: say “You may have my precious flower petals, but not for free. I need something in return.” Instead of asking fairy about “flower petal”: say “You may have my precious flower petals, but not for free. I need something in return.” Instead of giving the feather to the fairy: now the fairy carries the feather; now the player carries the flower petals; say "The fairy hands you the flower petals" Before showing feather to fairy: say “Alright, we may trade then." After going to the forest: If the player carries the flower petals: increase the score by 1. Before showing the flower petals to the witch: say “I hope it didn’t cost you too much. The second ingredient might be harder to get. You would need to find fairy dust. It’s a fairy’s most prized possession and might cost you more than the flowers. Good luck.” The Fairy’s cottage is south of the forest. “The cottage is a small, well-lit area with large curved windows adorned with sparkling pink and blue fairy lights. The Candles burning in the background create a warm, vanilla smell. 2 huge green plush armchairs rest in the corner, with a blanket draped over one of them. A rug lays at the foot of the armchair.” The description of the rug is “a clean, bright, heart-shaped mat. Although the fairy has been living here her whole life, the rug looks brand new.” Instead of eating the rug: say “That’s not meant for eating, silly. You don’t want to get an infection.”; end the game in death The description of the blanket is "a light blue, fluffy, and soft quilt." The bronze door is west of the fairy’s cottage. The bronze door is an unlocked door. After opening bronze door: increase the score by 1. The Fairy’s Pantry is west of the bronze door. “The Fairy’s Pantry is a small, windowless room. Shelves line the walls in the Pantry, all filled to the brim with jars and bottles. The shelves are fixed to the wall. A glass vial filled with fairy dust is on the shelves. The only source of light comes from a burning candle on a small, drawerless table in the centre. The table in the Fairy’s Pantry is also fixed to the ground.” The shelf is fixed in place. The table is fixed in place. The glass vial is an object in the Fairy's Pantry. The fairy dust is an object in the Fairy's Pantry. The description of the glass vial is “a small glass vial which filled with fairy dust. The fairy dust is a sparkly and pink powder. The powder has a brittle texture.” The description of the fairy dust is “a sparkly and pink powder. The powder has a brittle texture.” The description of the jars is "a small, round, empty glass container." The description of the shelves is "long, brown, narrow, horizontal wooden planks. They line the walls." Instead of eating the glass vial: say “You’re not supposed to eat that! Glass isn’t safe to eat, we don’t want glass shards inside you!”; end the game in death. Instead of examining the shelves: say “That’s not quite right, try again.” Instead of opening the jars: say “That’s not quite right, try again.” After taking fairy dust: say "Congrats! You found the fairy dust!" After taking the fairy dust: increase the score by 1. Every turn while in the witch's lair: if the score is 5 begin; say "The witch puts the ingredients in her bubbling cauldron, stirring it with her broomstick. The gooey green liquid turns the color of peonies, shimmering in fairy dust. She fills the glass bottle with the pink substance, swallowing it before she is consumed by a burst of pink glitter. When the glitter settles, in the place of the witch is a fairy"; end the game in victory; end if.