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More Than Circumstance
by
James Rives
Played 1,536 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The main room is a room. "There is nothing of note around you, save for the few doors that are visible. You stand up and brush yourself off, wondering how it is that you got here. You stand here, light-headed and forgetful. You're not sure why you're here but you know there's a reason. You should look around." There is a painting in the main room. The description is "It's a portait of a well-dressed man in a suit. His dark hair seems deep and mysterious, but not very ominous." The black door is a door. The description is "It's a pretty plain door." The black door is north of the main room and south of the Black Room. The black door is lockable and unlocked. The white door is a door. The description is "It is a plain white door. It could be hiding something behind it." A white door is south of the main room and north of the White Room. The white door is lockable and locked. The Black Room is a room. "It's dark in here and a bit warmer than you'd like. You can faintly see markings along that wall that look like some ancient script. There's not telling what any of it could mean but you feel as though it's important to you. Perhaps you're still delusional. Squinting, you make out the figure of a small object on the floor. It is a key. It shines barely brightly enough for you to find it. Find out where it belongs." The black door is in the Main Room. There is a Darker Portrait in the Black Room. The description is "Another painting... It's of the same man as before. It looks different, somehow. The eyes feel more vivid and... piercing." There is a key in the black room. The description is "It is plain and heavy. It feels powerful, somehow." The key unlocks the white door. After unlocking the white door with the key: say "With a clunk, you hear the locks turn and the key becomes fastened in place."; remove the key from play. After taking the key: say "It's heavier than expected. Maybe you should find where it goes." After dropping the key: say "You place the key down somewhere, carefully noting its location in case you need it." The White Room is a room. "It's a little cold in here. There is a solitary table here. On it is a strange rune and beside it is a mirror. In front is a small chair, too rickety to sit in." There is a black rune, a mirror, a chair and an oak table in the White Room. The description of the rune is "A small, dark ring with runic symbols. What?" The description of the chair is "You can't sit on this. It will break." The description of the mirror is "It seems like it's inviting you to touch it." The mirror can be touched. After touching mirror: say "You feel a jolt of energy but it doesn't hurt. Perhaps using a special item will help." The chair can be used to sit. Understand "rune" as the black rune. The black rune can be picked up. After dropping the black rune: say "It stops glowing once it leaves your hands." After taking the black rune: say "The rune has markings that look oddly similar to what you saw in the Black Room. Perhaps there is a connection. I would suggest you check it out. The rune glows at your touch and feels oddly warm. It's shaped like a ring. You feel as though you should wear it." After entering Black Room: If the player has the black rune: say "The room is alight, the markings clear as day. What's going on? A pentagaram has appeared on the floor nearby and with it, a mysterious door." Purgatory is a room. "You're surprised by how cold it is here. It doesn't house much but you can clearly see a tent, gnarled trees and something lying on the ground in front of you." The purple door is a door. It is south of Purgatory. It is north of the Black Room. Purgatory is north of the purple door. There is a tent in Purgatory. It is scenery. The description is "A plain tent. You cannot seem to get inside of it but it's probably best that you don't anyway. It doesn't seem very safe." The gnarled trees are scenery in Purgatory. The description is "Evil, twisted trees. Whatever killed them sure did a good job." There is a white rune in Purgatory. The description is "A small white rune, a counterpart to the black one." After entering the White Room: If the player has the white rune: say "Your white rune covers the room in a blinding light. Another door appears." The grey door is a door. It is west of Home and east of the empty room. Home is a room. Every turn: If the player is in Home: if the player has the white rune: end the story saying "You're safe now, it seems. Rest up." The mirror can be looked at. After entering the mirror: if the player is holding the white rune: say "What was once a normal mirror is now a portal, it seems... You should look inside." The mirror is a door. The mirror is south of the white room. The mirror is lockable and locked. The mirror can be unlocked with the white rune. The white rune unlocks the mirror. The Mirror Room is a room. "You've fallen into a mysterious world occupied within the mirror. You press against the glass but you can't get back out." Through the mirror is the Mirror Room. After going through the mirror: say "As you step through the mirror, you find yourself unable to go back."; continue the action. The silver door is a door. "There is a mushroom field in front of you and a castle even farther beyond. To your left is a small stream. You feel at peace. You're beginning to remember. There was pain in whatever life you'd lived before. It seems all too familiar to you and you grip your head and side simultaneously. Somehow, gripping yourself seems to rid yourself of the pain for mere seconds before memories come crashing down like waves. They're not whole yet. There are flashes of demonic imagery in your head and you feel uneasy." The silver door is south of the Mirror Room and north of The Field. The silver door is lockable and unlocked. The Field is a room. "A very refreshing environment. It seems peaceful but how much can you trust peace at a time like this? Enjoy it while it lasts." It is south of the silver door. The Field is north of The Courtyard. A Barren Forest is in The Field. The description is "It is a dried, mangled corpse of nature. You could not get through it if you tried." If The Courtyard is a room. The description is "It is splendid here. The flowers grown here are plentiful and smell beautiful. Beyond this courtyard is a castle gate." The river is in The Field. The description is "The river is clean and filled with fresh water. You cannot cross the stream but maybe you can take a drink." There is a bottle in The River. The description is "It is empty and stuck between two rocks. It is fairly large but can fit inside your satchel. It can hold plenty of water." The bottle is a container. There is water in The River. The description is "It is fresh water and smells wonderful. Your thirsty lips would gladly accept this gift. It's oddly solid but isn't ice at all. It still looks refreshing but can only be eaten, not drank." The water is edible. After drinking the water: say "The water tastes delicious but it appears to have been poisoned. You try to breathe but instead fall over and die."; end the story saying "You have died." After taking the water: say "This is some cold water." The Castle Gate is a door. "A harrowing entrance, to be sure. It intimidates you thoroughly but you must press onward. Its faint familiarity is enough to get you through." The Castle Gate is lockable and unlocked. The Castle Gate is south of The Courtyard and north of The Castillo. The lobby is a room. "The room is imposing but sparce. You can see more doors here, one metallic and the other a metal gate." It is south of the Castillo. The metallic door is a door. The description is "A very heavy looking door." It is lockable and unlocked. It is east of The lobby. The metal gate is a door. The description is "An odd gate... It doesn't seem to belong inside at all." It is lockable and unlocked. It is west of The lobby. Master Bedroom is a room. The description is "The room has an aura of homeliness unlike the rest of the castle. You feel as though someone has recently been in it. And, for whatever reason, you feel that person was you. Perhaps this was your home? You should look around some more. Or rest... it's your life after all." It is west of the metal gate. In the Master Bedroom is a bed. The description of the bed is "A very luxurious bed. A good place for a nap, perhaps." The bed is a container.. South of the Master Bedroom is a gray door. The gray door is a door. South of the gray door is a closet. The description is "A very small space filled with clothes and a musty smell. You feel as though it could just suck you in-- it may be best to avoid that." The closet is a room. "A very small space. You feel as though you were lured in but that isn't a good thing..." After going through gray door: say "You fall into a dark, cramped space. You land about twenty feet down and have broken both of your legs. The pain is just too much, you're losing blood fast and consciousness is escaping you. You feel suffocated and are now trapped."; end the story saying "You have died." The Parlor is a room. It is east of the metallic door. "The room has a distinct air about it. It seems as though it is well taken care of." There is a wooden door. The description is "An ordinary wooden door." The wooden door is south of the Parlor and north of the Kitchen. The Kitchen is a room. Inside the kitchen is a gun, two windows and a metallic table. The gun can be picked up. After taking the gun: say "An odd place for a gun to be..." The windows are scenery. The metallic table is scenery in the kitchen. The description is "An odd decorative choice for a kitchen, wouldn't you say? It looks as though it's been used for some.. heavy butchering. That's kind of messed up, dude." The old door is a door. The old door is south of the kitchen. The old door is lockable and unlocked. The Library is a room. The description is "The only light that touches this room is from a lone candle, though you cannot see where it's from. Your head begins to hurt a bit when inside this room." The Library is south of the old door. There is a bookshelf, the Scrapbook, a mahogany table, a lamp and a pen in The Library. The bookshelf is a container. The pen, mahogany table and lamp are scenery in The Library. After taking the Scrapbook: say "An old scrapbook filled with pictures of people that are only vaguely familiar to you. Somehow, as you flip through each image, your head hurts more and more." The Demonic Door is a door. It is west of the Library. The description is "An unholy manifestation in the form of a door." The Dark Place is a room. "The room is surging with evil. You've felt similar things but this is much more powerful." It is west of the Demonic Door and south of The Portal. The Portal is a door. The description is "It hums with an ephemeral glow and seems far less creepy than half of the things you've experienced on the way here. Maybe this is the end of the line..." It is north of The Dark Place and south of the Room of Rest. The Room of Rest is a room. "This is it. Your final stop. In this room is where all of your answers can be found. It is a mid-sized room and to either side are plain, dark walls. Directly in front of you is a desk and flying above it is some ugly creature." After entering the Room of Rest: if the player has Scrapbook: if the player has black rune: end the story saying "You experience a sharp pain in both your head and your sides and find yourself filled with some odd energy. You have died. Perhaps you should drop some items and try again." There is a bible, a gray olivewood table and some holy water in the Room of Rest. The Bible can be picked up. The holy water can be picked up. The holy water is edible. After taking the Bible: say "Its holiness is calming." Understand "water" as the holy water. After taking the holy water: say "Sprinkling this may cleanse you and fix everything you've experienced." The holy water is edible. After eating the holy water: end the story saying "You feel a slight burning within you but you are calmed and your memories begin to return entirely. You are an average individual. Or you were before a demon sought to inhabit your body. You were possessed and trapped in an alternate world where the 'mirror you' existed as you would have. When you left the mirror world, their existence and yours were combined and you affected change on their reality. Normal rooms in fairly normal places were then turned into images of demonic things. The runes were imagined items and you were never truly in Purgatory. You've cleaned yourself and found your way back home." The vampire is a man. The Vampire is in the Room of Rest. The description of The Vampire is "A pale and imposing creature hovers in front of you. It is takes everything you have to contain your fear. Killing it will likely free you completely. It seems wary of your knife. Still, you should be careful. It seems dangerous nonetheless." The vampire can be attacked. The vampire is carrying a white key, your memories, and a PEZ dispenser. After asking The Vampire about "gun": say "The Vampire says, 'You will never be free from me!' as it hisses at you." After asking The Vampire about "memories": say "The Vampire says, 'I took them to make myself stronger, as my master Victor commanded. You were a simple fool that sold your soul to get back your family. Strange, what a man will do to regain what he's lost-- what he's willing to give up. Sadly, for you at least, demons aren't honorbound to respect your requests. I will do what I will and what I WILL is that you DIE!" After asking The Vampire about "you": say "KYEH!" Understand the commands "attack" and "punch" and "destroy" and "kill" and "murder" and "hit" and "thump" and "break" and "smash" and "torture" and "shoot" and "wreck" as something new. Attacking it with is an action applying to one visible thing and one carried thing. Understand "attack [someone] with [something preferably held]" as attacking it with. Understand the commands "punch" and "destroy" and "kill" and "murder" and "hit" and "thump" and "break" and "smash" and "torture" and "wreck" and "shoot" as "attack". Carry out attacking the Vampire with gun: say "POW! The vampire's form begins to disintegrate before you! [if something is part of the noun][The list of things which are part of the noun] clatter to the ground! [end if][paragraph break]"; now every thing which is part of the noun is in the location; end the story saying "You have fulfilled your purpose. Live a happy life." After going through the Portal: say "You can't leave the room, and the demon, behind."; continue the action.