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user6198
by
user6198
Played 34 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Siege Escape" by William When play begins, say "For more than one and a half years, your city has been surrounded by a grueling siege. The city has tried to fight back, but lack of supplies and necessities along with the stubbornness of the enemy have now worn the city down and its defenses have fallen. A while ago, you overheard a conversation between neighbors, of an underground tunnel in a house across from your district of the city that led out to the lake which would allow you to escape." The House is a room. " When you heard that the siege broke through, you immediately rushed over to where you believed it was; while it was dangerous, you have now made it. It is abandoned and has not been visited by anyone since you can remember. Though it would have been wise, you and everyone else, did not come to check if there really was a tunnel. Perhaps to maintain optimism and internally deny the possibility of the siege breaking through. The house faces south. All five of your senses indicate to you that the house is abandoned. The creaking floorboards, rotting wood, and musty smell are all indicators. To the north you say a set of stairs going downward into the basement. It is likely to contain the entrance of the tunnel. Suddenly, you realize, that if you continue, all your friends and family will not make it. Will you continue with your escape or go back into the street to find people?" street is a room. The front door is a door. The front door is north of the street and south of the House. Instead of entering the front door: end the story saying "You rush outside to look for friends and family, but before you take your second step, an arrow pierces straight through your heart, killing you instantly." Basement is a room. "To the east is a door. " The cupboard is a closed openable container in the Basement. The cupboard is fixed in place. "A wooden cupboard is set against the wall." The brass key is in the cupboard. The description of the key is "A small brass key, it looks important." The pot is a container in the basement. The description is "The small brown pot sits glumly next to the cupboard. A small crack runs down the side." The pot is open and fixed in place. A note is in the pot. The description of the note is "Sometimes go simple and direct" The staircase is a door. The staircase is north of the House and south of the Basement. The storage room is a room. "The room is filled with the old woody, dusty smell that so many storage rooms have. The walls are made of a rough, grey, monochrome rock. The room carries an imperfect sort of quiet and tranquility despite the mustiness that greatly contrasts with the events of the city above ground. On the right are two large, tall, wooden closets. On the left is a large flag with bright colors and a large chest on the ground. " The flag is a thing in the storage room. The chest is a closed and openable container in the storage room. The chest is fixed in place. A food is a kind of thing. A food can be taken or eaten. Biscuits are a food. many biscuits are in the chest. The first closet is a closed and openable container in the storage room. The first closet is fixed in place. Spears are in the first closet. The second closet is a closed and openable container in the storage room. The second closet is fixed in place. Torches are in the second closet. Flint and steels are in the second closet. Char clothes are in the second closet. Firewood is in the closet. The the basement door is a door. The basement door is east of the basement and west of the storage room. The basement door is locked. Instead of attacking the basement door: now the basement door is open; say "Smash! The door breaks down revealing a long east facing tunnel"; The empty room is a room. "After a long walk that is just long enough for your feet to begin to fell sore, you arrive at at a room. It is empty. Across the room, there is a door." The tunnel is a door. The tunnel is northeast of the storage room and southwest of the empty room. The seaside is a room. The empty room's door is north of the empty room and south of the seaside. The empty room's door is a door. The empty room's door can be locked or unlocked. The empty room's door is closed. The empty room's door is locked. The brass key unlocks the empty room's door.