15af96ff-0e04-48ad-b158-6acda2470cc8 1.0 2016 Penitentiary Luceira false Puzzle Crimson 13 LightBlue 150 1100 false false false false false 2 2
You are in a cell. The dark, musky atmosphere is lit only by a flickering light in the narrow hallway outside your bars and a foul smell lingers in the air. There is a lock on the bars. There is a bunk bed in the corner, neither of the bunks have matresses. Near the bars there is a small metal toilet and a sink. Looking around you see a couple of objects including a bucket and a pillow. A clanging echoes from down the hall masking the pitter patter of rain from the singular small window.

What will you do?") } otherwise { msg ("You are in a cell. The dark, musky atmosphere is lit only by a flickering light in the narrow hallway outside your bars and a foul smell lingers in the air. The rain pitter patters outside and thunder sounds in the distance. The cell door is open, beside it there is a small metal toilet and sink.") } ]]>
IncreaseObjectCounter (player, "invspace") IncreaseObjectCounter (player, "invspace") HP str def You look terrible. 10 5 0 The cell door is locked. key false Look at if (Got(Cell Key)) { msg ("Just a simple old rusty key.") } Between you and the hallway are thick rusted bars. You could probably break them open if you had something heavy. In the center the bars are slightly forward and have a lock. The other side is a narrow hallway with a flickering light. false door lock It's a door you fool. Look at Take Unlock if (Got(Cell Key)) { msg ("You use the key and slide open the cell door.") UnlockExit (cell exit) } else { msg ("You don't have the key.") } A hallway barely lit by a flickering lightbulb. A few rats skitter along its floors. There appears to be mould growing on the wall. From the west comes a clanging. false bed You can't fit that in your pockets. msg ("A plain, metal bunk bed with no matresses. A few of the bars are missing. There is a bag underneath it.") SetObjectFlagOn (Bag, "seen") MakeObjectVisible (Bag) The window is too high to see anything save for the storm clouds above. Raindrops pass through the bars with freedom. The heavy pitter patter continues on. Look at false false Look at Drop if (GetBoolean(Bag, "seen")) { msg ("A small cloth bag, Hidden in the corner underneath the bunk.") } else if (not GetBoolean(Bag, "seen")) { if (not GetBoolean(Bag, "taken")) { msg ("You can't see a bag.") } else if (GetBoolean(Bag, "taken")) { msg ("A small cloth bag.") } } 0) { msg ("You pick it up. Inside was a key.") AddToInventory (Bag) AddToInventory (Cell Key) DecreaseObjectCounter (player, "invspace") SetObjectFlagOff (Bag, "seen") SetObjectFlagOn (Bag, "taken") } else { msg ("You are carrying too much.") } } else if (GetBoolean(Bag, "taken")) { if (GetInt(player, "invspace") > 0) { msg ("You pick it up.") AddToInventory (Bag) DecreaseObjectCounter (player, "invspace") } else { msg ("You are carrying too much.") } } ]]> IncreaseObjectCounter (player, "invspace") Toilet A small metal toilet connected to the wall. There's no water. toilet metal toilet You struggle to sit on the toilet. It's very cold and you'd rather not think about the germs you probably just picked up. Nothing happens. Sink A small metal sink connected to the wall. The tap nozzles are missing. sink metal sink false msg ("The tap nozzles are missing.") A metal bucket with no handle. The inside is moldy. pail Look at Drop 0) { msg ("You pick it up.") AddToInventory (Bucket) DecreaseObjectCounter (player, "invspace") } else { msg ("You are carrying too much.") } ]]> IncreaseObjectCounter (player, "invspace") An old, flat pillow. Holes riddle it's surface. Look at Drop 0) { msg ("You pick it up.") AddToInventory (Pillow) DecreaseObjectCounter (player, "invspace") } else { msg ("You are carrying too much.") } ]]> IncreaseObjectCounter (player, "invspace")
5 false firsttime { msg ("You enter the dimly lit hall, leaving the cell behind you. The second you step foot outside the clanging from the west stops and is replaced by slow faint footsteps. To either side of you are dark hallways.") EnableTimer (guard timer) } otherwise { msg ("You are in a narrow hallway. The hallway continues to the east and west. To the south is an open cell.") } That way is locked. flush flush "You can't flush " + object.article + "." lookunder look under "You can't look under " + object.article + "." 5 You are in a very dark hall. There is a faint terrible odor. The hall continues to the west. To the east is a sturdy steel door. To the south is a closed cell. Hallway false false false The cell door is locked. A stury thick steel door with a handle and a keyhole. Look at false Cell Door A series of bars blocking a cell. There's a box in the center. Look at Unlock door if (Got(Cell Key)) { msg ("You use the key and slide open the cell door. The key breaks in the lock.") UnlockExit (cell2exit) RemoveObject (Cell Key) } else { msg ("You don't have the key.") } 5 You are in a very dark hall. There is a strong foul smell. The hall continues to the west and east. To the south is a closed cell. Hallway false The cell door is locked. Cell Door A series of bars blocking a cell. It appears empty. Look at Unlock door if (Got(Cell Key)) { msg ("You use the key and slide open the cell door. The key breaks in the lock.") UnlockExit (cell3exit) RemoveObject (Cell Key) } else { msg ("You don't have the key.") } 5 Hallway false msg ("You are in a pitch black hall. The only thing around you that you can see is a flickering light to the east. A chill goes up your spine and you feel unnerved.") 75 20 Look at 10 1 if (not GetBoolean(Guard, "dead")) { msg ("An incredibly bulky guard, her flesh is pale and rotten and her red uniform is tattered. As you stare into her blank white eyes you can't help but feel fear. She wields a steel baton.") } else { msg ("A dead guard.") } msg ("Health: " + Guard.hp + " Strength: " + Guard.str + " Defense: " + Guard.def) stats stats "You can't check the stats of " + object.article + "." false The steel door is locked. Cell false 2 2 Cell false 2 2 if (Guard.dirright = 1) { if (Guard.parent = Hallway 4) { MoveObject (Guard, Hallway 3) } else if (Guard.parent = Hallway 3) { MoveObject (Guard, Hallway) } else if (Guard.parent = Hallway) { MoveObject (Guard, Hallway 2) } } else if (Guard.dirright = 0) { if (Guard.parent = Hallway 2) { MoveObject (Guard, Hallway) } else if (Guard.parent = Hallway 3) { MoveObject (Guard, Hallway 4) } else if (Guard.parent = Hallway) { MoveObject (Guard, Hallway 3) } } 10 1