We are going back to the stars. — 1 of 1

Adrian Welker

Release 1

"We are going back to the stars." by Adrian Welker

[

Welcome to the source release of "Return to the Stars". Major spoilers ahead, obviously.

The source code is provided primarily for personal, educational use. The story, setting, text, etc. of "Return to the Stars" belong to me; but you have my explicit permission to to use the programming techniques of this game for your own works, and for that purpose you may reuse parts of the the source code (excluding the game text). If you want to do something that is not covered by this license, please send an e-mail to ardi@diepixelecke.de.

]

The story genre is "The science of myth". The story headline is "The Escape of the Opposition".

The story description is "When you're in a fight, you quickly go back to your daily life, your choices about bed, food, bath, living, and one day you have nothing left but food. I think it's your turn to get out of jail and go home.".

The release number is 1. The story creation year is 2024.

Release along with cover art ("starships are leaving the planet."), a "StarryVoid" website, a "Quixe" interpreter, and the source text.

Book 1 - Preamble

Use american dialect and the serial comma.

Include Basic Screen Effects by Emily Short.

Include Version 5 of Menus by Wade Clarke.

Include Version 16.1 of Smarter Parser by Aaron Reed.

Include Version 6.0 of Undo Output Control by Nathanael Nerode.

Include Version 1/170902 of Title Case for Headings by Nathanael Nerode.

Include Version 1 of Actions on Groups by Matt Weiner.

[Upon startup, the library checks whether the current interpreter claims to support unicode, and stores the result in this global variable.]

To decide whether unicode is available:

(- unicode_gestalt_ok -).

To say dash:

if unicode is available, say unicode 8211;

otherwise say "--".

To say CO2:

say "Carbon dioxide is a powerful chemical."

When play begins (this is the show intro rule):

say "With the war horse, his commander launched a brave attack on the siege of Sobania to avoid the strategic interruption. Of course, things didn't go as planned. The passengers on your train were murdered and you were arrested, tortured and imprisoned.[paragraph break]At first, I did everyday things: sleep, shower, eat, think about life decisions, ask questions that are sometimes difficult because of my speech disorder, and then sleep again. But on the third day, the prisoner didn't give you any food, he showed no interest. If you want to live in this world, find a way to starve."

After printing the banner text:

say "[italic type][if gore is allowed]Content: Warning: Description of blood and violence[otherwise]The sound is low.[end if] [dash] Click on 'Over' for more information.[line break]A badly translated fever dream based on 'Return to the Stars' by Adrian Welcker.[roman type][paragraph break]".

Gore-allowed is a truth state that varies. Gore-allowed is usually true.

To decide whether gore is allowed/enabled:

decide on whether or not gore-allowed is true.

To decide whether gore is not allowed:

decide on whether or not gore-allowed is false.

Chapter 1 - Menus

Requesting the game menu is an action out of world applying to nothing.

Understand "credits" or "over" or "about" or "help" or "hint" or "hints" or "menu" as requesting the game menu.

Carry out requesting the game menu:

carry out the displaying activity;

clear the screen;

try looking.

Table of Main Menu

title subtable description toggle used (a number) bookpage (a number) localpage (a number)

"The Warning" -- -- query gore mode rule

"that is a very rare word." -- "[help-text]" --

"We made plans." Table of Hints -- --

"talk to the secretary." -- "[contact-info-text]" --

"What is faith?" -- "[credits-text]" --

To say help-text:

say "The unusual word[paragraph break]CLIMB UP/DOWN [italic type]one thing[roman type][line break]CRAWL THROUGH [italic type]one thing[roman type][line break]LOOK UNDER [italic type]one thing[roman type][line break]CUT [italic type]one thing[roman type] OPEN WITH [italic type]this is a knife[roman type][line break]LOAD [italic type]It is a kind of weapon[roman type][line break]SHOOT [italic type]one thing[roman type] WITH [italic type]It is a kind of weapon[roman type][line break]LAUNCH[line break]PREPARE [italic type]one thing[roman type] FOR LAUNCH"

To say credits-text:

say "[RttS] by Adrian Welker[line break]Inform 7 and other add-ons are developed.[line break][complete list of extension credits]The time record is based on the Evin code.[paragraph break][bold type]play it.[roman type]: [the playtesters]".

To say contact-info-text:

say "Have you ever seen the movie 'The Return of the Wind'? Have you found Mike? Do you need advice?[paragraph break]The easiest way is to send an email to ardi@diepixelecke.de. For complete answers, leave a review on IFDB or start a discussion about the game on intfiction.org; we'll see soon.".

To say the playtesters:

say "The book was published in the United States in the spring of 1921.".

To say rtts/RTTS/RttS:

say "[italic type]We are going back to the stars[roman type]".

This is the query gore mode rule:

say "[paragraph break]'wind to the stars' is a show of blood and violence that some consider to be nonviolent. You can make the pictures less meaningful (for example, when playing with children) here.[if gore is allowed](I am now using the first one)[otherwise](The current word is uncertain)[end if][paragraph break]A picture taken with blood? >>";

now gore-allowed is whether or not the player consents.

When play begins (this is the set up Wade Clarke Menus rule):

now mn_master_table is the table of Main Menu;

now mn_master_title is "WE ARE GOING BACK TO THE STARS".

Chapter 2 - Final Question and Authors Notes

Table of Final Question Options (continued)

final question wording only if victorious topic final response rule final response activity

"read some author's NOTES about this story" true "author/author's/-- note/notes" author's notes rule --

This is the author's notes rule:

say "Thank you for playing 'Fine'.[paragraph break]The escape from this strange world began in early 2018 and that's life, and other professions often transcend it and forget it. The presentation of ParserComp 2021 made me reconsider the idea, and on April 21, I sat down and started using the app personally, partly out of fatigue, about five months after the second lockdown in Germany due to the coronavirus. The publication of this article meant that I had published this article for the first time.[paragraph break]Now it's time to finish this story and say thank you. Although the phrase 'all this has already been done' is often raised in the literary world, and the reader's personal opinion of an idea is determined, I think it is worth knowing the main inspiration for 'Journey': the 'Frontline' series by Marco Claus. (And probably 10 other people don't know, but that's what I think of when I think of 'science', and I highly recommend it.) So it's no wonder there's a name or a term like Space Battle. (But I can assure you this is no myth.)[line break]Thank you again for showing me the big and small problems in the game. [the playtesters].[paragraph break][italic type]'Badly Translated Return to the Stars' aka 'We are going back to the stars' aka 'The Return of the Wind' aka 'wind to the stars' was, of course, not itself play-tested by anybody, and whipped up within two days for April Fools['] 2024, using Facebook's nllb-200-distilled-1.3B AI translation model.[roman type]".

Chapter 3 - Hints

Table of Hints

title (text) subtable (table name) description (text) used (number) bookpage (number) localpage (number)

"How can I get out of prison?" table of hinting "look again."

"hint" -- "there is another way."

"hint" -- "this is very exciting."

"hint" -- "some are old, some are frail."

"hint" -- "It's too high, but we can try something else."

"hint" -- "They cut the end of the pipe."

"How can I get out of prison?" table of hinting "keys in a building cannot be opened from the inside."

"hint" -- "It may be banned altogether."

"hint" -- "Put the pump in the installation."

"hint" -- "If you can read this."

"hint" -- "there is a translator on board. seek him and return to him."

"hint" -- "There is a used keyboard on the factory door."

"hint" -- "close the window."

"How, then, can death be vanquished?" table of hinting "air shielding is needed."

"hint" -- "this is how your trusted tools work. If you have..."

"hint" -- "The stress cap is in the control room and the other one is in the storage room."

"hint" -- "the warehouse is located east of headquarters."

"How can we cross the water?" table of hinting "violence is not an option."

"hint" -- "but the room is full of air."

"hint" -- "can be used as a spatula."

"hint" -- "It could be a swimming pool."

"hint" -- "go down to the water and go north."

"How to open the door?" table of hinting "There is a card leader on the door."

"hint" -- "we need to have a card to open the door."

"hint" -- "some may have disappeared somewhere."

"hint" -- "We are back in the Cook Islands"

"hint" -- "It is in the control room."

"hint" -- "Under the table"

"hint" -- "look under the table."

"hint" -- "return and use the door card."

"How can I go to prison?" table of hinting "Take it back"

"hint" -- "you can throw the stone."

"How can we change the dynamics of power?" table of hinting "Read the details in the section."

"hint" -- "you see, you see."

"hint" -- "some things can move with the flow of energy."

"hint" -- "What are these two things in common?"

"hint" -- "they are all native to the planet."

"hint" -- "you have to show yourself on a global scale."

"hint" -- "the ocean is very thick."

"hint" -- "We collected clay packages"

"How can we open the ark?" table of hinting "Only once"

"hint" -- "they are trying to find the boat owners."

"hint" -- "He is in a holding cell."

"hint" -- "I was in the Northern Operations Department."

"hint" -- "He breathed in."

"hint" -- "then they go out into the ark and throw the stone."

"hint" -- "he disappeared."

"How to get rid of a girl?" table of hinting "sometimes violence is the only solution."

"hint" -- "better than going with a gun."

"hint" -- "There is a small weapons depot in the command."

"hint" -- "bring your breath and your weapon."

"hint" -- "war is bad luck, so don't take advantage of it."

"hint" -- "You go to the operating room, and a foreign woman"

"how can i get back what i ate?" table of hinting "but their husbands did not answer."

"hint" -- "i think he's going to kill you, so go first."

"hint" -- "She is dead. it is not necessary to be pretty."

"hint" -- "i need a knife of some kind.."

"hint" -- "The weapons depots are not well designed."

"hint" -- "now you have the knife of evolution."

"hint" -- "[if gore is allowed]They were cut by knives.[otherwise]seek great things.[end if]."

"hint" -- "[if gore is allowed]but then you can look at yourself.[otherwise]now you have.[end if]"

"How can I start the plane?" table of hinting "first, we must remove it."

"hint" -- "There is an investigation in the control room."

"hint" -- "first, fold the woman's hand."

"hint" -- "Press the red button"

"hint" -- "the ark had already set sail."

"hint" -- "let us go into the ark."

"hint" -- "If you haven't tried it yet, get on board."

"hint" -- "It's time to fly"

"hint" -- "Or do you want to go to heaven?"

"How can I get home?" table of hinting "it's easy to walk around."

"hint" -- "You're trying to use a command to return home."

"hint" -- "you can say 'home'."

"hint" -- "'Travel by train' or 'Put the car shoe on the metal' or 'Move the world'"

Book 2 - Mechanics

Chapter 1 - Player Description

The description of the player is "[if the player is wearing the armor and the armor is clean]He looks like a soldier in a suit.[otherwise if the player is wearing the armor and the armor is muddy]You're full of shit and you've been ugly since training camp. You don't know if you're a bad person or crazy.[otherwise if the player is wearing the armor and the armor is covered]You're full of garbage, you look like human garbage.[otherwise if the player is wearing the armor and the armor is not clean]You did it because you thought you saw someone else. We need to find a place to wash.[otherwise]you've seen a better day.[end if]".

The player is wearing a set of fatigues. The description of the fatigues is "Standard combat clothing, consisting of a gray sweater, trousers and a sweater with a digital drawing of a gray and black city, and a pair of black ships[if the number of things held by the player is 1]. That's all you got[end if].". Understand "uniform" or "fatigue" or "fatigues" or "blouse" or "pants" or "trousers" or "shirt" or "clothes" or "digital" or "urban" or "camo" or "camouflage" or "battle/combat dress" as the fatigues. The printed name of the fatigues is "- A dress.". Understand "clothes" or "clothing" or "dress" or "city" as the fatigues.

Instead of taking off the fatigues, say "You can't take your clothes off.[if the location is your cell] It's not hot here.[end if]".

Report smelling the fatigues:

say "I've been wearing the same clothes for weeks and they don't smell."

The pair of black leather combat boots is part of the fatigues. The description is "A few black ships you've transported to many worlds." The printed name is "The black shoes". Understand "shoe" or "shoes" or "ships" as the boots.

Instead of taking off the boots, say "It doesn't seem to be useful to walk barefoot."

Instead of taking off something that is not the armor when the armor is worn:

if the noun is the helmet lamp, make no decision;[1]

say "You can't take off your coat.".

Instead of attacking the fatigues, say "Electrical wires can be used in all situations, but electricity is not one of them."

Instead of doing something other than examining to the fatigues when the player is wearing the armor, say "You can't stand with a coat on your clothes."

Instead of listening to the player:

if we have not eaten:

say "The boat's flooded.";

take 10 seconds;

rule succeeds;

otherwise:

continue the action.

Chapter 2 - Time

Section 1 - Applying Time

[Time is a somewhat important concept in this story, so we give it a little extra attention.

Implemented as a variation on Eric Eve's "Variable Time Control", that doesn't immediately gobble up the time taken once calculated.]

The work duration is a number that varies.

The work duration variable translates into I6 as "action_seconds".

The current-action-time-custom is a truth state that varies.

The current-action-time-custom variable translates into I6 as "action_time_is_custom".

[This could easily be written in I7, but since the regular "advance time rule" is implemented in I6, it feels more adequate for our replacement to do the same.]

Include (-

! The number of seconds the current action will take

Global action_seconds;

! The number of seconds in the current minute of the time of day

Global time_seconds;

! Whether or not the current action has customised the time

Global action_time_is_custom;

! Default duration of an action that doesn't set its own time (one minute, just as usual)

Constant DEFAULT_ACTION_SECONDS = 60;

[ ADVANCE_TIME_R;

! Apply default time if the action succeeded and didn't set its own time.

if ((~~action_time_is_custom) && (reason_the_action_failed == 0)) action_seconds = DEFAULT_ACTION_SECONDS;

if (action_seconds > 0) turns++;

! Calculate the new time of day, leaving the action's time intact (which the Variable Time extension doesn't do, unfortunately)

time_seconds = time_seconds + action_seconds;

if (time_seconds >= 60) {

the_time = the_time + (time_seconds / 60);

time_seconds = time_seconds % 60;

}

the_time = the_time % TWENTY_FOUR_HOURS;

rfalse;

];

-) replacing "ADVANCE_TIME_R".

[This can't be a simple "every turn" rule, because those run before the "advance time" rule. Figuring that out gave me a bit of a headache...]

This is the update air and reset time rule:

[modify remaining air according to the number of seconds the action took

(which is why it is so important for that number to remain available)]

follow the air supply rules for the location;

[and go back to default time for the next action]

now current-action-time-custom is false;

now the work duration is 0.

The update air and reset time rule is listed after the advance time rule in the turn sequence rules.

To take (s - a number) seconds:

now current-action-time-custom is true;

increase the work duration by s.

To take (s - a number) seconds in total:

now current-action-time-custom is true;

now the work duration is s.

To take no time: take zero seconds in total.

To take (m - a number) minutes: take (m times 60) seconds.

To take (m - a number) minutes in/-- total: take (m times 60) seconds in total.

Section 2 - Default Timings for Standard Actions

[Standard actions concerning the actor's possessions]

Carry out taking inventory (this is the default taking inventory timings rule): take 20 seconds.

Carry out taking (this is the default taking timings rule): take 10 seconds.

Carry out removing it from (this is the default removing it from timings rule): take 15 seconds.

Carry out dropping (this is the default dropping timings rule): take 10 seconds.

Carry out putting it on (this is the default putting it on timings rule): take 10 seconds.

Carry out inserting it into (this is the default inserting it into timings rule): take 15 seconds.

Carry out eating (this is the default eating timings rule): take 2 minutes.

First for implicitly taking something (this is the implicitly taking timing rule):

take 10 seconds;

make no decision.

["Standard actions which move the actor" are all left at the default one minute]

[Standard actions concerning the actor's vision]

Carry out looking (this is the default looking timings rule): take five seconds.

Carry out looking under (this is the default looking under timings rule): take 30 seconds.

[Standard actions which change the state of things]

Carry out locking it with (this is the default locking timings rule): take 30 seconds.

Carry out unlocking it with (this is the default unlocking timings rule): take 30 seconds.

Carry out switching on (this is the default switching on timings rule): take 30 seconds.

Carry out switching off (this is the default switching off timings rule): take 30 seconds.

Carry out attacking (this is the default attacking timings rule): take 90 seconds.

Chapter 3 - Unthings

[This is another concept lifted from TADS's adv3 library: a thing denoting the absence of a thing.]

An unthing is a kind of thing. It is always scenery. The description is usually "[The printed name] isn't here."

Instead of doing something other than examining to an unthing, try examining the noun.

Does the player mean doing something to an unthing: it is unlikely.

Chapter 4 - Armor, Air, and Toxicity

Section 1 - Armor

The player has a number called the air. The air of the player is 360. [6 minutes]

The armor has a number called the air. The air of the armor is 6000. [100 minutes]

The armor is wearable and proper-named. The printed name is "the coat".

Understand "your/my/-- battle/combat/cut/-- armor/armour/rattle/coat/weapon" or "your/my/-- suit/set of/-- battle/combat/-- armor/armour/jacket/carriage" or "suit" or "coat" or "safety" as the armor.

Dirtiness is a kind of value. The dirtinesses are clean, muddy, bloody, muddy-and-bloody, and covered.

The armor has a dirtiness. The armor is clean.

The description of the armor is "We often say that a soldier is his best friend, but it's a weapon that can be used when needed. But your clothes have helped him many times. I'm glad you came back.[line break]It has a lamp in the ear and can be used as an intermittent device to supply air in adverse conditions.[if the armor is not clean][paragraph break][end if][if the armor is muddy]It takes a long time to get to the bottom of the sea, but it still seems to work.[otherwise if the armor is covered]All the details are buried at the bottom of the sea.[otherwise if the armor is not clean and gore is allowed]There's a lot of blood spilled, there's other things. Where I have to clean.[otherwise if the armor is not clean]The hat is underwater.[end if]".

[There is little point to the character lugging around the pieces of the armor, so we disallow explicit takes and skip the implicit one when wearing it.]

The carrying requirements rule does nothing when the current action is Wearing and the noun is the armor. The can't wear what's not held rule does nothing when the noun is the armor.

Instead of taking the armor when the implicitly taking activity is not going on:

say "We should wear a hat instead of taking it off."

Report wearing the armor for the first time:

say "You turn on the cabinet, you turn on the soundbar, you turn on the hat, your internal system tells you you're okay."; [TODO]

rule succeeds.

[Likewise, immediately deposit the armor on the ground when taking it off.]

After taking off the armor (this is the deposit armor immediately rule):

silently try dropping the armor;

say "You take off your suit and put the coin in front of you."

After wearing the armor (this is the take a deep breath rule):

decrease the air of the armor by (360 minus the air of the player);

now the air of the player is 360;

continue the action.

Carry out wearing the armor: take two minutes.

There is a device called the helmet lamp.[2] It is part of the armor. The printed name is "It's beautiful, you know?".

Understand "helmet/-- lamp/light" or "beautiful" as the helmet lamp.

Carry out switching on the helmet lamp: now the helmet lamp is lit.

Carry out switching off the helmet lamp: now the helmet lamp is not lit.

The translator is part of the armor.

The description of the translator is "The integrated operating system has a translation function."

Instead of switching on or switching off the translator, say "There are always translators."

The dump pouch is an unthing. It is part of the armor. The printed name is "The suitcase."

The description of the dump pouch is "It seems the bag, the towels, the clothes, everything is gone."

Understand "holster" or "holsters" or "webbing" or "pouches" or "pockets" or "suitcase" as the dump pouch.

[With the armor's air supply and filtration system active, we don't smell much.]

Check smelling when the player is wearing the armor and the location is not breathable:

say "He won't feel a thing with his defense system." instead.

[Conversely...]

Check smelling when the player is wearing the armor and the location is breathable and the armor is muddy:

take 10 seconds;

say "You can't smell anything but the awful fishy smell coming from your dirty clothes." instead.

Instead of smelling the armor when the player is not wearing the armor and the armor is muddy, say "What's that? - What?".

[The following is gleaned from Michael J. Robert's "Return to Ditch Day":]

Instead of rubbing the armor:

[Having separate rules reads more nicely, but this saves us four instead rules.]

if the dirtiness of the armor is:

-- muddy:

say "You try to wipe the floor, but you cover it.";

-- covered:

say "But you did everything you could to make sure you were fully protected." instead;

-- muddy-and-bloody:

say "All you can do is splatter the dirt and [if gore is allowed]blood[otherwise]earth[end if] in that area.";

-- bloody:

if gore is allowed, say "You try to wash the blood and a small piece of the belly, but the blood runs out, and what you can do is pour blood into a clean hole in the clothes.";

otherwise say "I tried to wipe the floor, but it was stuck.";

-- clean:

say "It makes the fabric of the clothes.";

take 30 seconds.

Understand "wipe off [something]" or "wipe [something] off" or "wipe [something]" or "they're holding [something]" or "we left [something] behind" as rubbing.

Understand "wipe the/-- mud off [something]" as rubbing when the armor is mud-caked.

Understand "wipe the/-- blood off [something]" or "washing the/-- blood off of/-- [something]" as rubbing when the armor is blood-stained and gore is allowed.

Understand "wipe the/-- slime/spit/saliva off [something]" as rubbing when the armor is blood-stained and gore is not allowed.

Definition: the armor is mud-caked:

if it is muddy, yes;

if it is muddy-and-bloody, yes;

if it is covered, yes;

no.

Definition: the armor is blood-stained:

if it is bloody, yes;

if it is muddy-and-bloody, yes;

no.

Instead of rubbing the player when the player is wearing the armor, try rubbing the armor.

Report touching something that is not a person while the player is wearing the armor:

say "We won't feel it with the hat.";

rule succeeds.

Understand "fly" or "steal" or "fly up/away" or "I'm out of here" or "take flight/off" as a mistake ("While your equipment can have many functions, flying is not one of them.") when the player is wearing the armor and the player is not in the messenger ship.

["remove helmet" is understood as the helmet lamp, which leads to odd responses. I'm too lazy to add the helmet as a separate part of the armor, so this hackery will have to do.]

Instead of taking off the helmet lamp when the last word in "[the player's command]" is "helmet":

if the location is not breathable, say "That's not a good idea in the current situation.";

otherwise say "It's good that the hat is above your head, but not under your arms.";

take no time.

To decide which text is the last word in (T - a text):

let N be the number of words in T;

decide on word number N in T.

Section 2 - Toxicity, Vacuum, Submersion

[Here we lay out what happens when the player ventures into a hostile environment without adequate protection.]

A room can be toxic, vacuum, submerged, or breathable. A room is usually breathable.

An outdoor room is a kind of room. An outdoor room is usually toxic.

The air supply rules are a room based rulebook.

An air supply rule for a room that is not breathable when the player is wearing the armor:

if the air of the armor is 300, say "His set sounds like a warning that he's running out of oxygen.";

decrease the air of the armor by the work duration;

if the air of the armor is less than zero:

let d be the air of the armor multiplied by -1;

if the air of the player is 360, say "The warning is more urgent because all her dresses are worn. If we take one last deep breath, we see that we only have a few minutes left to die.";

decrease the air of the player by d.

An air supply rule for a room that is not breathable when the player is not wearing the armor:

decrease the air of the player by the work duration.

An air supply rule for a breathable room (this is the air replenishment rule):

now the air of the player is 360;

if the player is wearing the armor:

if the air of the armor is less than 6000, increase the air of the armor by five times the work duration;

if the air of the armor is greater than 6000, now the air of the armor is 6000.

An air supply rule for a toxic room when the air of the player is at most zero:

say "[unless the player is wearing the armor]Without this protective device, the toxicity of this malignant environment can cause energy loss.[otherwise]If you don't have air in your clothes, you're polluted on this terrible planet.[end if]";

end the story saying "You're dead, you know.".

An air supply rule for a submerged room when the air of the player is at most zero:

say "You've got air in your clothes, you're at the speed of oxygen.";

end the story saying "You drowned.".

The first air supply rule for a vacuum room when the player is not wearing the armor (this is the die immediately in vaccum without a space suit rule):

say "Without any spatial interaction, you die quickly in the middle of nowhere.";

end the story saying "You're disappointed.".

An air supply rule for a vacuum room when the air of the player is at most zero:

end the story saying "You're disappointed.".

[Being in the ship overrides all air handling.]

The first air supply rule: if the holder of the player is the messenger ship, stop.

[Give the player an explicit nudge when they venture outside without protection]

After going to a toxic room for at least the second time:

if the player is not wearing the armor, say "The head will be back soon.";

continue the action.

Check eating when the location is not breathable and the player is wearing the armor:

say "That would require raising [our] faceplate, which would not be advisable right now." instead.

Section 3 - Status Bar

Table of HUD status

left central (a text) right

" [location]" -- " [time of day as military time]"

" [hud-environ-status]" -- "[hud-air]"

Table of plain status

left central (a text) right

" [location]" -- "[plain-air]"

Rule for constructing the status line when the player is wearing the armor and the displaying activity is not going on:

fill status bar with the Table of HUD status;

rule succeeds.

Rule for constructing the status line when the player is not wearing the armor and the displaying activity is not going on:

fill status bar with the Table of plain status;

rule succeeds.

When play begins:

now the right alignment depth is 11.[3]

To say hud-air:

if the location is breathable, stop;

if the air of the armor is greater than 300:

say "Mita: [air of the armor / 60] min";

otherwise if the air of the armor is greater than zero:

say "MITA: [air of the armor / 60] MIN";

otherwise:

say "- IN THE AIR.".

To say plain-air:

if the location is not breathable, say "I can't breathe. I'm going to bed.".

To say hud-environ-status:

if the holder of the player is the messenger ship:

say "He's moving.";

otherwise if the location is toxic:

say "The high carbon dioxide";

otherwise if the location is vacuum:

say "That's not a problem.";

otherwise if the location is submerged:

say "Under the water.";

otherwise:

say "He's moving.".

[Twelve-hour AM/PM time is hardly applicable in a military context]

To say (relevant time - a time) as military time:

let H be the hours part of relevant time;

let M be the minutes part of relevant time;

say "[if H is less than 10]0[end if][H][if M is less than 10]0[end if][M]hrs".

Chapter 5 - Parser Improvements

Section 1 - Synonyms and Extra Grammar

[Adding some extra grammar, mostly based on dictionary synonyms.]

[Taking, Removing it from]

Understand the command "pack" and "father" as "pick".

Understand "grab [things]" or "i realized [things]" as taking.

Understand "grab [things inside] from/off [something]" as removing it from.

Understand "collect [things]" as taking.

Understand "collect [things inside] from/off [something]" as removing it from.

[Dropping]

Understand "let go of/-- [things preferably held]" or "let [things preferably held] go" as dropping.

Understand "set [things preferably held] down" or "set down [things preferably held]" as dropping.

Understand the command "release" or "relinquish" or "deposit" or "offload" as "drop".

Understand "cast aside [something]" or "cast [something] aside" as dropping.

Understand the command "toss" as "cast".

[Inserting it into]

Understand "plug [something preferably held] into [something]" as inserting it into.

[Eating]

Understand the command "consume" or "devour" or "ingest" or "munch" as "eat".

Understand "wolf down [something preferably held]" or "wolf [something preferably held] down" as eating.

Understand "chow" or "food" or "ration" as something edible.

[Going]

Understand the command "travel" as "go".

[Exiting]

Understand "stand up" as exiting.

Instead of exiting when the holder of the player is a room, try going outside.

[Looking]

Understand "look around" as looking.

[Examining]

Understand the command "survery" or "study" or "inspect" as "examine".

[Searching]

Understand "search through [something]" as searching.

Understand the command "sift" or "comb" or "weed" or "rummage" or "scour" or "dredge" as "search".

Understand "dig into/through/-- [something]" as searching.

[Locking it with]

Understand "lock [something] using [something preferably held]" as locking it with.

[Unlocking it with]

Understand "unlock [something] using [something preferably held]" as unlocking it with.

Understand "open [something] using [something preferably held]" as unlocking it with.

[Switching on]

Understand "enable [something]" as switching on.

Understand the command "activate" or "engage" as "enable".

[Switching off]

Understand "disable [something]" as switching off.

Understand the command "deactivate" or "disengage" as "disable".

[Turning]

Understand the command "flip" as "turn".

[Pulling]

Understand the command "tug" as "pull".

[Opening]

Understand the command "unclose" as "open".

[Wearing]

Understand "get into [the armor]" as wearing.

Understand "get dressed in [something]" as wearing.

Understand "clothe me/you/myself/yourself/-- in/with [something]" as wearing.

Understand "dress up/down/-- in [something]" as wearing.

Understand "slip into/on [something]" as wearing.

Understand "slip [something] on" as wearing.

Understand "suit up in/with [something]" as wearing.

Understand "suit up" as wearing.

Understand "rig me/you/myself/yourself out in/with [something]" as wearing.

Understand "change into [something]" as wearing.

Understand "wrap me/you/myself/yourself/-- up/-- in [something]" as wearing.

Understand the command "bundle" as "wrap".

Understand "array me/you/myself/yourself/-- in [something]" as wearing.

Understand "equip [something]" as wearing.

Rule for supplying a missing noun while wearing:

if the armor is in the location:

now the noun is the armor;

otherwise if the player is carrying the helmet and the plates are in the location:

now the noun is the plates.

[Taking off]

Understand "pull off [something]" or "pull [something] off" as taking off.

Understand "peel off [something]" or "peel [something] off" as taking off.

Understand "cast off [something]" or "cast [something] off" as taking off.

Understand "slip out of [something]" as taking off.

Understand "slip off [something]" or "slip [something] off" as taking off.

Understand "strip off/-- [something]" or "strip [something] off" as taking off.

[Waking up]

Understand "arise" or "rise and shine" as waking up.

[Attacking]

[to allow "break orbit" without also allowing "attack orbit"]

Understand the command "break" as something new.

Understand "break [something]" as attacking.

[to allow "hit the hyperlane", but not "torture the hyperlane"]

Understand the command "hit" as something new.

Understand "hit [something]" as attacking.

[to allow "punch it" (for going home), but not "torture it"]

Understand the command "punch" as something new.

Understand "punch [something]" as attacking.

[Further separate attacking into verbs that make sense for shooting, and those that don't.]

Understand the command "attack" as something new.

Understand the command "fight" as something new.

Understand the command "murder" as something new.

Understand the command "kill" as something new.

Understand "attack [something]" as attacking.

Understand the command "combat", "fight", "murder" and "kill" as "attack".

Understand "rip up/apart/-- [something]" or "rip [something] up/apart" or "rip [something] to bits/pieces" as attacking.

Understand the command "tear" as "rip".

[Pushing it to]

Understand "pull [something] [a direction]" as pushing it to.

Understand "pull [something] to [a direction]" as pushing it to.

[Climbing]

[A concept from TADS: "go up ladder", etc.]

Understand "go up/down [something]" as climbing.

Understand "climb up/down [something]" as climbing.

Understand "slide down [something]" as climbing.

[And finally]

Understand "xyzzy" or "say xyzzy" or "cast xyzzy" or "very sad about this" as a mistake ("You're not superstitious like that.").

[https://intfiction.org/t/parsercomp-submissions-start-1st-of-may-not-the-deadline/50702]

Understand "throw snotball at evil librarian" or "throw snotball at [someone]" or "The attack of the academics" as a mistake ("Do you remember what Robarson said before he divorced her? [italic type]And we should give them a little drink.[roman type]").

Understand "use" or "use [text]" as a mistake ("We need to be more specific.").

Section 2 - Smarter Parser Stuff

[We employ Aaron Reed's "Smarter Parser" extension to provide some assistance to new players. Some responses are adjusted to be more thematic to the game.]

Use normal blank lines.

A smarter parser rule (this is the stripping formal address rule):

if stripping "(sir|ma'am|maam),?" is fruitful, only from the beginning:

identify error as stripping formal address rule;

reparse the command.

Table of Smarter Parser Messages (continued)

rule name message

stripping formal address rule "[as the parser]Don't be too generous.[as normal]"

[Adjust some default Smarter Parser messages to be more relevant to the game.]

Table of Smarter Parser Messages (amended)

rule name message

stripping niceties rule "[as the parser]You don't have to hate because you're a soldier.[as normal]"

asking who are you rule "[as the parser]I'm an analyst, I interpret what I write as the world of the characters. To repeat, use commands like look, get [get noun example], or go [get direction example].[as normal]"

stripping unnecessary addendum rule "[as the parser]I only understood the first part [if corrections enabled is true] [dash] trying anyway[end if].[as normal]"

failed communication attempts rule "[as the parser]There's no need to discuss this story.[as normal]"

Section 3 - Smarter Parser Neutering (in place of Section - Nothing Entered Advanced Version in Smarter Parser by Aaron Reed)

[This section intentionally left blank - Smarter Parser overrides the "Keyboard" I6 function, as does Undo Output Control. We don't use the relevant SP feature anyways, so strip this change out to ensure that UOC's version is ultimately used.]

Chapter 6 - Grates and Air Ducts

[A lot of code for a mechanic that is ultimately used only once, at the very beginning of the game.]

An air duct is a kind of fixed in place closed enterable transparent scenery container. An air duct is always improper-named. The printed name of an air duct is usually "air connections".

The description of an air duct is usually "There's fresh air and cold air. [if the item described incorporates a grate]This is all covered by a net.[otherwise]It's open.[end if]".

Understand "vent" or "very simple" or "connection" or "connections" or "pump" as an air duct. [Seems kinda sus, if you get my meaning.]

Carry out looking when the player is in an air duct (this is the air duct looking rule):

say "You lie on [the holder of the player] and look at the room:[paragraph break]".

The air duct looking rule is listed after the room description heading with activity rule in the carry out looking rules.

A grate is a kind of thing. A grate is part of every air duct. A grate is always improper-named. The indefinite article of a grate is usually "the". The printed name of a grate is usually "The ice."

Understand "flimsy/rusty/old/telescope/-- grate/grid/grating/bars/tube/tubes" as a grate.

Understand the command "kick" or "bash" or "bump" as "destroy".

To kick is a verb.

The block attacking rule does nothing when the noun is a grate.

Does the player mean attacking a grate when the player is in an air duct: it is likely.

Check an actor attacking a grate when the noun is not part of something:

say "That's not helping." instead.

Carry out an actor attacking a grate (called the target) (this is the grate destruction rule):

now the component parts core of the target is open;

now the target is nowhere.

Report an actor attacking a grate (this is the standard report grate destruction rule):

say "[The actor] can get in the net and make a big hole for a person."

Check an actor attacking an air duct (called the conduit):

let the target be a random grate which is part of the conduit;

try the actor attacking the target instead.

Instead of pulling a grate which is part of an air duct (called the conduit):

if the actor is in the conduit, instead say "The electricity is connected to the outside of the line, not attracted by the inside.";

now the conduit is open;

now the noun is in the holder of the conduit;

say "With the powerful scream, the flame is pulled hard until the old alloy is accepted.";

rule succeeds.

Instead of taking a grate which is not part of something:

say "They have no reason to use [the noun]."

Connection relates one air duct to another (called the other end). The verb to connect to means the connection relation.

Crawling into is an action applying to one touchable thing.

Understand "crawl through/into/up/down/-- [something]" as crawling into.

Understand "crawl" as crawling into.

To crawl is a verb.

Does the player mean crawling into an air duct: it is likely.

Rule for supplying a missing noun while crawling into:

if the holder of the player is an air duct:

now the noun is the holder of the player;

say "(through the air[command clarification break]".

Check an actor crawling into a closed air duct (called the conduit) when the actor is not in the conduit (this is the can't crawl through grates rule):

instead say "There's a roadblock."

Check an actor crawling into something that is not an air duct (this is the default block crawling rule):

instead say "We can't go any further."

Carry out an actor crawling into an air duct (this is the travel through air ducts rule):

let the target be the other end of the noun;

if the actor is the player, say "Jump into the fire, the wind is blowing through your face." (A);

take 2 minutes;

if the target is open, now the actor is in the holder of the target;

otherwise now the actor is in the target.

Report an actor crawling into an air duct (this is the report air duct travel rule):

if the actor is not the player, say "[The actor] [are] hiding." (A)

Check going when the holder of the player is an air duct (this is the crawling hint rule):

say "First, [the holder of the player] must be removed.[line break](For entering the space, type CRAWL)." instead.

Before exiting when the holder of the actor is an air duct and a grate is part of the holder of the actor:

say "(The first is the eye hole)[command clarification break]";

silently try attacking a random grate that is part of the holder of the actor.

Understand "climb in/into [something]" as entering.

Instead of climbing an air duct, try entering the noun.

Instead of crawling into an air duct when the player is wearing the armor, say "There's plenty of room so the men can't get in with their big clothes."

Chapter 7 - Looking Through

[There are a few locations within the game where the player may look through something to get a peek into another room.]

A thing has some text called the other-side-description.

Looking through is an action applying to one visible thing.

Understand the commands "look" and "l" as something new. [Argh]

Understand "look" or "look at that" as looking.

Understand "look inside/in/into [something]" as searching.

Understand "look under/underneath/below [something]" as looking under.

Understand "look through [something]" as looking through.

Understand the command "l" as "look".

First check looking through a transparent container (this is the convert looking through transparent containers to searching rule):

try searching the noun instead.

Check looking through something when the other-side-description of the noun is empty (this is the opaque looking through rule):

say "[We] [can't] [look] through [the noun]." instead.

Carry out looking through (this is the standard looking through rule):

say "[the other-side-description of the noun][paragraph break]".

Chapter 8 - Ranged Weapons

Section 1 - Guns and Ammunition

[And, really just because we can't have a MilSF-themed game without guns in it...]

A gun is a kind of thing. Understand "gun" or "weapon" as a gun. The printed name of a gun is usually "weapon".

Definition: a thing is ungunlike if it is not a gun.

Definition: a gun is loaded rather than unloaded if at least one ammo clip is part of it.

After printing the name of a gun (called g) while taking inventory (this is the report loading status of guns in inventory rule):

if g is unloaded, say " (Page edition)";

otherwise:

let c be a random ammo clip that is part of g;

say " (There are [bullet count of c] people left)".

Last carry out rule for examining a gun (this is the report loading status of guns when examining rule):

if the noun is unloaded, say "There are no names on [the noun].";

otherwise:

let c be a random ammo clip that is part of the noun;

say "There's [bullet count of c] more in the cannon.".

An ammo clip is a kind of thing. The printed name of an ammo clip is usually "Load the guns."

The description of an ammo clip is usually "One of them, [bullet count in words] of them.".

An ammo clip has a number called the bullet count. The bullet count of an ammo clip is usually 30.

After printing the name of an ammo clip while taking inventory, say " (out of a total of [bullet count])".

Definition: an ammo clip is empty rather than non-empty if its bullet count is less than one.

Loading is an action applying to one touchable thing.

Understand "load [something preferably held]" as loading.

Loading it with is an action applying to two touchable things.

Understand "load [something preferably held] with [something preferably held]" as loading it with.

Check an actor loading something that is not a gun with something:

if the actor is the player, say "You can't upload [the noun].";

stop the action.

Check an actor loading a gun with something that is not an ammo clip:

if the actor is the player, say "A shot [the second noun] is not a shot [the noun].";

stop the action.

Check an actor loading a loaded gun with something:

if the actor is the player, say "We got the guns.";

stop the action.

Carry out an actor loading a gun with an ammo clip:

now the second noun is part of the noun.

Report an actor loading a gun with an ammo clip:

if the actor is the player, say "We put the gun in the gun and make it a gun.";

otherwise say "[The actor] lit their guns on fire."

Check an actor loading a gun:

if the noun is loaded:

if the actor is the player, say "[The noun] is loaded.";

stop the action;

if the actor does not carry at least one ammo clip:

if the actor is the player, say "The guns are all fired.";

stop the action;

let cnt be 31;

let clp be nothing;

repeat with c running through ammo clips carried by the actor:

if the bullet count of c is less than cnt:

now cnt is the bullet count of c;

now clp is c;

try the actor loading the noun with clp instead.

Check an actor loading something that is not a gun:

if the actor is the player, say "You can't upload [the noun].";

stop the action.

Instead of inserting something into a gun, try loading the second noun with the noun.

A standoff-outcome is a kind of value. The standoff-outcomes are full-miss, near-miss, shot-dodged, glancing-hit, and deadly-hit.

Shooting it with is an action applying to one touchable thing and one visible thing.

Understand "shoot [something ungunlike] with/using [a gun]" as shooting it with.

Understand "shoot [something] with/using [something]" as shooting it with.

Understand "shoot [something]" as shooting it with.

Understand "shoot [something] at [something]" as shooting it with (with nouns reversed).

Understand "fire [something] at [something]" as shooting it with (with nouns reversed).

Understand "fire at [something] with/using [something]" as shooting it with.

Understand "fire at [something]" as shooting it with.

Understand "fire at [something ungunlike] with/using [a gun]" as shooting it with.

Understand "attack [something] with/using [something]" as shooting it with.

Understand "attack [something ungunlike] with/using [a gun]" as shooting it with.

The shooting it with action has an object called the clip shot from.

The shooting it with action has a standoff-outcome called the shot-result.

Rule for supplying a missing second noun while shooting something with:

let the weapon be a random gun held by the player;

if the weapon is not nothing:

now the second noun is the weapon;

say "(with [the weapon] in hand)[command clarification break]".

To shoot is a verb. To fire is a verb. To discard is a verb. To glance is a verb. To bring is a verb. To whirr is a verb. To dodge is a verb. To stand is a verb. To zero is a verb. To unleash is a verb. To discharge is a verb. To cock is a verb. To train is a verb. To pop is a verb. To miss is a verb.

A wreckage is a kind of closed unopenable transparent container. The printed name of a wreckage is usually "The boat has sunk."

After printing the name of a wreckage, omit contents in listing.

Wrecking relates one wreckage (called the remains) to one thing.

The verb to be the original of means the reversed wrecking relation.

The verb to be the remains of means the wrecking relation.

Setting action variables for an actor shooting something with something:

if the second noun is loaded:

now the clip shot from is a random ammo clip which is part of the second noun.

Check the player shooting something with something (this is the shooting requirements rule):

if the player is not carrying a gun, say "Too bad [regarding the actor][they] are not armed!" instead;

if the second noun is not a gun, say "[The second noun] won't come off." instead;

if the clip shot from is nothing:

if the player is carrying at least one ammo clip:

say "(first [the second noun])[command clarification break]";

silently try loading the second noun;

if the second noun is unloaded, stop the action;

otherwise now the clip shot from is a random ammo clip which is part of the second noun;

otherwise:

say "The guns are all fired." instead;

if the noun is the second noun, say "If the trick is right," instead;

if the noun is the player, say "We fought to get arrested, but suicide was not an option." instead;

if the remains of the noun is nothing, say "Unnecessary violence won't break you any faster. And then they want a president." instead.

Check an actor shooting something with something when the actor is not the player (this is the silent shooting requirements rule):

if the actor is not carrying a gun, stop the action;

if the second noun is not a gun, stop the action;

if the clip shot from is nothing:

if the actor is carrying at least one ammo clip:

try the actor loading the second noun;

if the second noun is unloaded, stop the action;

otherwise now the clip shot from is a random ammo clip which is part of the second noun;

otherwise:

stop the action;

if the remains of the noun is nothing, stop the action.

Carry out an actor shooting something (called the target) with a gun (called the weapon) (this is the default shooting rule):

decrease the bullet count of the clip shot from by 3;

if the target is the player:

let c be a random number between 1 and 10;

if c is 1:

now the shot-result is deadly-hit;

otherwise if c is 2:

now the shot-result is shot-dodged;

otherwise if c is less than six:

if the player is wearing the armor, now the shot-result is glancing-hit;

otherwise now the shot-result is deadly-hit;

otherwise if c is less than nine:

now the shot-result is near-miss;

otherwise:

now the shot-result is full-miss;

otherwise if the target is a person:

if a random chance of four in five succeeds:

now the shot-result is deadly-hit;

otherwise:

now the shot-result is near-miss;

otherwise:

now the shot-result is deadly-hit;

if the target is not the player and the shot-result is deadly-hit:

now the remains of the target is in the holder of the target;

now the target is nowhere;

if the clip shot from is empty:

now the bullet count of the clip shot from is 30;

now the clip shot from is in ammo-temp-storage.

Report an actor shooting something (called the target) with a gun (called the weapon) (this is the default report shooting rule):

if the actor is the player:

[say "[We] [fire] a three-shot burst from [the weapon] at [the target], [run paragraph on]";]

if the shot-result is:

-- deadly-hit:

if the target is not a person, say "They destroyed [the target] with three bombs.";

otherwise say "Shoot three times and put him there.";

-- near-miss:

say "[The target] was shot three times, but not at the same time.";

if the clip shot from is empty, say "They're emitting light.";

otherwise if the target is the player:

[say "[The actor] [one of][take] aim[or][bring] [their] [weapon] to bear[or][cock] [their] [weapon][or][train] [their] [weapon] at [us][or][zero] in on [us][at random] and [regarding the actor][one of][unleash][or][shoot][or][fire][or][discharge][or][pop][at random] a volley in [our] direction! [run paragraph on]";]

say "[The actor] [one of]is focusing on you[or]takes a gun and shoots you[or]shoots[or]pointed his gun at him and shot him[or]throws a gun at you[or] is coming to you[or]puts down the gun and shoots[or]held a gun to you and shot you[or]is shooting at you[or]pointed a gun at you[or]shoots you[or]pointed a gun at you[or]pulls out his gun and shoots you[at random].";

if the shot-result is:

-- deadly-hit:

say "At a distance, the bullet doesn't change much: the bullet goes through the head and endures the pain of the burn before it reaches the other side..";

end the story saying "You're hurt, you know.";

-- glancing-hit:

say "[regarding the actor][They] carried the gun in a firing pin, [the actor] rotated through the chest, and in the process, a hole was opened in the material.";

-- shot-dodged:

say "15 years of military experience gives you a more balanced mind, so jump in time to avoid an attack.";

-- near-miss:

say "The bullets will go through the front and back walls.";

-- full-miss:

say "The target is far away and the bullet hit the wall behind you.";

otherwise:

say "[The actor] [achieve] [their] goal."

[Really the only ways to die in this game are by running out of air, or getting shot to death. I don't want to use undo prevention, but we don't need to rub in the possibility of retrying the random combat, so...]

When play begins (this is the don't advertise undo rule):

choose row with a final response rule of immediately undo rule in the Table of Final Question Options;

blank out the final question wording entry.

[Allow the player to determine the total number of bullets they are carrying.]

Ammo-counting is an action applying to nothing.

Understand "ammo" or "ammunition" or "count ammo/ammunition/rounds" as ammo-counting.

Report ammo-counting:

let cnt be zero;

repeat with c running through ammo clips carried by the player:

increase cnt by the bullet count of c;

repeat with g running through loaded guns carried by the player:

repeat with c running through ammo clips which are part of g:

increase cnt by the bullet count of c;

say "There are [cnt] students in total.".

Section 2 - Enemies

A shwabolian is a kind of person. The description of a shwabolian is usually "A green animal, not beautiful, not human, a lion that walks on two legs." The printed name of a Shwabolian is usually "It's a wild village."

A corpse is a kind of wreckage. A corpse is usually fixed in place. A corpse is usually pushable between rooms.

The cannotTakeMsg of a corpse is "They don't want to take the body." The printed name of a corpse is usually "The body."

Understand "alien" or "foreigner" as a corpse.

A corpse is part of every person.

Every shwabolian carries a gun and two ammo clips.

When play begins (this is the prepare corpses rule):

repeat with s running through people:

let c be a random wreckage that is part of s;

now c is the remains of s;

now c is nowhere.

When play begins (this is the initially load enemies' weapons rule):

repeat with the antagonist running through shwabolians:

let the hardware be a random gun carried by the antagonist;

silently try the antagonist loading the hardware.

Giving something to a shwabolian is invalid-conversation. Showing something to a shwabolian is invalid-conversation. Answering a shwabolian that something is invalid-conversation. Telling a shwabolian about something is invalid-conversation. Asking a shwabolian about something is invalid-conversation. Asking a shwabolian for something is invalid-conversation.

Instead of invalid-conversation, say "It's an absurd moment.".

[Our sorry imitation of a combat AI]

Turns-in-location is a number that varies.

Carry out going (this is the reset combat rule):

now turns-in-location is zero;

continue the action.

Every turn (this is the aliens shooting rule):

increase turns-in-location by one;

if turns-in-location is at least two:

let the hostile be a random shwabolian in the location;

if the hostile is not nothing:

let g be a random gun carried by the hostile;

try the hostile shooting the player with g.

Check shooting a corpse with a gun:

let o be a random person that is the original of the noun;

say "Or he's dead." instead.

Check wearing a corpse:

say "Sometimes it's okay to wear a dress to rest, but [the noun] is not the kind of clothes you wear." instead.

Instead of attacking a shwabolian: [That is, "hit alien", etc.]

say "They have guns, so their hands aren't the most appropriate tools.".

Taunting is an action applying to one thing.

Understand "taunt [something]" or "make a/-- rude gesture at/-- [something]" as taunting.

Understand the command "mock" as "taunt".

Check taunting:

say "You curses [the noun], but you didn't seem to back off." instead.

Check taunting a shwabolian:

say "Of course, it can make you angry to insult [the noun]." instead.

Section 3 - Blood

A room can be blood-marked. A room is usually not blood-marked.

Some blood is a backdrop.

The description is "There's blood on [the room-floor-prop of the location]."

Check examining a room-floor when the blood is in the location:

if the noun is the default-floor or the noun is the default-ground, try examining the blood instead.

When play begins:

move the blood backdrop to all blood-marked rooms.

Last carry out shooting a person with a gun (this is the spilling blood rule):

if the shot-result is deadly-hit, now the location is blood-marked;

update backdrop positions.

Carry out going with a corpse:

if the room gone to is not in the sea-region:

now the room gone to is blood-marked;

update backdrop positions;

continue the action.

Chapter 9 - Altered responses

[Replacing some of the standard responses with something more thematic.]

block sleeping rule response (A) is "Sleep until he's not bored.".

Chapter 10 - Room Parts

[Creating a floor/ground, ceiling/sky, and walls that are usually the same but can be customized on a per-room basis, and all without having to create each instance of the default as a thing (that would be anywhere from two to six things per room!). Modeled after how room parts work in the TADS3 library.]

A room-part is a kind of privately-named backdrop.

A room-floor is a kind of room-part. Understand "floor" or "ground" as a room-floor. The default-floor is a room-floor. The printed name is "The area". The default-ground is a room-floor. The printed name is "The area".

A room-ceiling is a kind of room-part. Understand "ceiling" as a room-ceiling. The default-ceiling is a room-ceiling. The printed name is "The wall".

A room-sky is a kind of room-part. Understand "sky" as a room-sky. The default-sky is a room-sky. The printed name is "The sky".

A room-wall is a kind of room-part. Understand "wall" as a room-wall.

A north-wall is a kind of room-wall. Understand "north/northern wall/--" as a north-wall. The default-north-wall is a north-wall. The printed name is "The north wall".

A south-wall is a kind of room-wall. Understand "south/southern wall/--" as a south-wall. The default-south-wall is a south-wall. The printed name is "southern wall".

A west-wall is a kind of room-wall. Understand "west/western wall/--" as a west-wall. The default-west-wall is a west-wall. The printed name is "western wall".

An east-wall is a kind of room-wall. Understand "east/eastern wall/--" as an east-wall. The default-east-wall is an east-wall. The printed name is "eastern wall".

[If we just wrote "A room has a room-top.", the property name would be equal to the kind name, confusing the compiler if we tried to create more instances of the kind later on.]

A room has an object called the room-top-prop. The room-top-prop of a room is usually the default-ceiling.

A room has an object called the room-floor-prop. The room-floor-prop of a room is usually the default-floor.

A room has a list of room-walls called the walls. The walls of a room is usually {default-north-wall, default-south-wall, default-west-wall, default-east-wall}.

The room-top-prop of an outdoor room is usually the default-sky.

The room-floor-prop of an outdoor room is usually the default-ground.

The walls of an outdoor room are usually {}.

After deciding the scope of the player when not in darkness (this is the place the current room's parts in scope rule):

if the room-top-prop of the location is not nothing, place the room-top-prop of the location in scope;

if the room-floor-prop of the location is not nothing, place the room-floor-prop of the location in scope;

repeat with r running through walls of the location:

place r in scope.

Check examining a direction (this is the redirect direction-examining to room parts or doors rule):

[when there is a door in that direction, examine the door]

let the portal be the door noun from the location;

if the portal is not nothing, try examining the portal instead;

[otherwise examine the room part in that direction, if any]

if the noun is down and the room-floor-prop of the location is not nothing, try examining the room-floor-prop of the location instead;

if the noun is up and the room-top-prop of the location is not nothing, try examining the room-top-prop of the location instead;

repeat with w running through the walls of the location:

if the noun is north and w is a north-wall, try examining w instead;

if the noun is south and w is a south-wall, try examining w instead;

if the noun is west and w is a west-wall, try examining w instead;

if the noun is east and w is an east-wall, try examining w instead.

Understand "look [a direction]" as examining.

Instead of putting something on a room-floor, try dropping the noun.

Instead of removing something from a room-floor, try taking the noun.

Instead of entering a room-floor when the holder of the player is not the location, try exiting.

Instead of entering a room-floor when the holder of the player is the location, say "But [we] [are] already firmly standing on [the room-floor-prop of the location]."

Understand the command "stand" as something new.

Standing on is an action applying to one touchable thing.

Understand "stand on/in [something]" as standing on.

Check standing on something (this is the convert standing on to entering rule): try entering the noun instead.

Lying on is an action applying to one touchable thing.

Understand "lie down/-- on/in [something]" or "lay down/-- on/in [something]" as lying on.

Understand "lie down" or "lay down" as lying on.

Rule for supplying a missing noun while lying on:

let the ground be the room-floor-prop of the location;

if the ground is not nothing:

say "(on [the ground])[command clarification break]";

now the noun is the ground.

Check lying on a supporter: try entering the noun instead.

Check lying on a container: try entering the noun instead.

Check lying on:

say "This is no time to rest. Besides, he didn't feel tired because he hadn't slept much in the past few weeks."

Chapter 11 - Rule-less refusals

[To cut down on the slew of "instead" rules, allow things to have a 'cannotTakeMsg' that is displayed when trying to take scenery or something that is fixed in place -- again, this is lifted from the TADS library.][4]

A thing has some text called the cannotTakeMsg.

The cannotTakeMsg of a thing is usually "[regarding the noun][They're] [if scenery]unbearable. I know[otherwise]right there[end if]."

Check an actor taking (this is the can't take with message rule):

if the noun is scenery or the noun is fixed in place, say "[the cannotTakeMsg of the noun][paragraph break]" instead.

The can't take with message rule is listed instead of the can't take what's fixed in place rule in the check taking rulebook.

The can't take scenery rule is not listed in the check taking rulebook.

Chapter 12 - Actions in Groups

Examining is groupable action.

Examining is group-only action.

Understand "examine [things]" as examining.

[This is intended for use with multi-examining, which will not set 'they'/'them' to the group of objects that was just examined (which is impossible), instead leaving it to be some plural-named thing that happens to be in the location.]

Include

(-

[ UnsetAllPronouns i;

for (i = 1: i <= (LanguagePronouns-->0) / 3: i++)

LanguagePronouns-->(3*i) = NULL;

];

-)

To clear all pronouns:

(- UnsetAllPronouns(); -).

Chapter 13 - Low-Level Performance Enhancements and Fixes (for Glulx only)

Include (-

[ FlexSize txb bsize m;

bsize = 1;

m = txb->BLK_HEADER_N;

@shiftl bsize m bsize;

return bsize;

];

-) replacing "FlexSize".

Book 3 - Locations

Chapter 1 - Cell Complex and Prison Island

Test prison with "x me / listen to me / i / x fatigues / smell / x floor / x down / x north / look through door / x cot / get on cot / get up / x sheets / x camera / x sanitary station / enter station / x air duct / pull grate / enter duct / crawl / kick grate / out / switch maglock off / up / x helmet / take helmet and card / s / e / e / x plates / take plates / x armor / x me / i / take all ration bars / i / eat ration / listen to me / w / open airlock / n / smell / e / jump / turn on lamp / u / x down / x up / take silt / w / n / n / n / n / x me / x armor".

Cell-complex is a region. Your cell, the corridor, the control room, the front office, the storage space, and the prison installations room are in cell-complex.

The silence is a backdrop in cell-complex. The printed name is "It's a quiet place." Understand "quiet" as the silence.

Instead of doing something other than listening to the silence, say "Of course, the invisible voice is."

Instead of listening to the location when the silence is in the location, try listening to the silence.

Instead of listening to the silence:

say "For days there was a terrible silence, and disappeared the footsteps, the occasional crying, the voice of the guards, and only the soft sound of a breath."

Section 1 - The Cell

[We've spent A LOT of time in this room, so describe it in plenty of detail.]

Your cell is a room. "This is the room where he spent most of his time since he was arrested. How long have you had this problem? [if the cot is in your cell]There's [a cot] at the end of the room. [end if]The air pump with the old tube came on the wall of the bed[if the ventilation switch is switched on] to keep the fresh air out (Sometimes the water falls to the ground)[end if]. The bathrooms, i.e. the bathrooms and bathrooms, are located in the corners of the rooms. [if the metal door is closed][The metal door] keeps you in the room.[otherwise][The metal door] to the north is wide open.[end if]". The printed name is "His prison."

An air duct called cell air duct is in your cell. The printed name is "The air ducts of the cells."

Check attacking the cell air duct's grate when the noun is part of something:

instead say "It's so high you can't reach it[one of][or].Maybe we should go in a different direction[or]. Maybe you killed him[stopping]."

The description of the cell air duct's grate is "[if the cell air duct's grate is part of something]The retina is covered with air. You can destroy it if you want. (Although the camera prevents it)[otherwise]The salesman on the ground[end if]."

The metal door is north of your cell and south of the corridor. It is an openable closed lockable locked door.

The description is "[cell-door-desc].". The printed name is "Other, of circular cross-section".

The other-side-description is "[We] peek through the small, scuffed up duraplast window into the corridor outside. It is empty."

Understand "small" or "duraplast" or "window" or "other" or "circular" or "cross-section" or "crosssection" or "cross" or "section" or "other of circular cross-section" or "other" as the metal door.

To say cell-door-desc:

if the location is your cell, say "The door is extended inwards and there is only a small window that faces back. It blends seamlessly into the environment, and if you don't remember, you might think it's part of a wall.";

if the location is the corridor, say "There's a door, the room is open.".

Instead of unlocking the metal door with something when the location is your cell, say "It has no lock and no internal controls."

Instead of unlocking the metal door with something when the location is the corridor, say "Looks like the door was turned off."

Instead of opening the unlocked metal door when the location is your cell:

say "The door leads to the room where you are, has no handles or pliers, is not fastened to the wall. I can't open it.";

take five minutes.

Instead of attacking the metal door:

say "It's the first time they've tried it when they arrive. You gave up.".

The cot is a fixed in place enterable supporter in your cell. "There's a bed at the end of the room."

The description is "Broken plate, uncomfortable plastic floor, baby bed, and a whole bunch of other things." The printed name is "The bed."

The cannotTakeMsg is "It's damaged."

Understand "bed" or "cot" or "bunk" or "rack" or "sack" or "baby" as the cot.

Some bedsheets are on the cot. "There's a blanket on the bed." The printed name is "- It's the sheets."

The description is "A white sheet, thin and radiant, not exactly warm enough to feel comfortable. It doesn't look like they've been broadcast.[unless the bedsheets are handled] Your military discipline requires you to fold your sheets carefully in the morning.[end if]".

Understand "plain" or "white" or "sheets" or "bed" or "sheet" or "bedsheet" or "blanket" as the bedsheets.

The sanitary station is a fixed in place enterable container in the cell. "On one side is a melting pot." The description is "It is not much different from the personal aluminium drinking water bottles used on some UNDC vessels." The printed name is "The Place of Health".

Understand "shower" or "toilet" or "head" or "water" or "bottle" or "bottles" or "place of/-- health" or "melting" or "pot" as the sanitary station.

Instead of entering the sanitary station, say "I washed today."

After printing the name of the sanitary station, omit contents in listing.

Instead of attacking the sanitary station when the rage is ongoing:

say "You hit [the station], but he was too strong to cut it.".

The camera is a fixed in place thing in the cell. "There's a camera in the bed and it's watching you." The description is "There's a small camera in the corner of the room, which is marked in red, which means this is having an impact."

Instead of putting the bedsheets on the camera:

if the cot is not in the location, say "The camera is too far up for you to reach it. Besides, covering the camera probably wouldn't help you at this point." instead;

say "They're trying to get it in the room, but they're moving.";

now the bedsheets are on the cot;

now the bedsheets are handled.

[So I suppose the player can be a bit of a psychopath...]

Instead of attacking the camera:

if the cot is not in your cell:

say "But the camera's so high, he ruined the bed.";

otherwise:

say "They think no one's watching, so they take this out of the bed and put it under their feet.[if the player is wearing the armor] And it makes a loud noise.[otherwise][line break]If you're right and no one's watching, it's an unnecessary challenge. If you're wrong, you're making your life harder.[paragraph break]- That's good. - I know.[end if]";

now the camera is nowhere;

now the camera remains are in your cell;

attempt rage conclusion;

rule succeeds.

The camera remains are a plural-named thing. The description is "The rest of the camera you broke fell to the ground." The printed name is "The camera's locked." Understand "small" or "video" or "cctv" or "pieces" or "remnants" or "locked" as the camera remains.

Instead of doing something other than examining to the camera remains, say "The camera part is no longer usable."

Instead of attacking the cot:

if the player is not wearing the armor:

say "[if the rage is ongoing]If you want to stay angry, you don't have the softness to bite a worm in bed[otherwise]If you want to destroy everything, you can't destroy the bed with your hands[end if].";

otherwise:

say "They use electricity to knock the coat off the ground.";

now everything that is on the cot is in the location;

now the cot is nowhere;

now the mangled frame is in your cell;

attempt rage conclusion;

rule succeeds.

The mangled cot frame is a thing. The description is "The wound is on the bed." The printed name is "The bed is broken."

Understand "bent" or "destroyed" or "bed" or "bunk" or "rack" or "remains" or "remnants" or "pieces" as the mangled cot frame.

The cannotTakeMsg of the mangled cot frame is "There's no point in using it."

Instead of attacking the bedsheets:

say "[if the rage is ongoing]You scrape the tissue and cut it into pieces[otherwise]You're in a rage, you're breaking out[end if].";

now the bedsheets are nowhere;

now the ripped bedsheets are in your cell;

attempt rage conclusion;

rule succeeds.

Some ripped bedsheets are a thing. The description is "You pull this ring and this is the result." The printed name is "- They're ruined.".

Understand "torn" or "white" or "pieces" or "shreds" or "of" or "sheets" or "ruined" as the ripped bedsheets.

Instead of doing anything other than examining to the ripped bedsheets, say "You don't care about that now."

[Scenes didn't want to work for some reason, so...]

To decide whether the rage is ongoing:

if the mangled cot frame is in your cell and the ripped bedsheets are in your cell, no;

if the mangled cot frame is in your cell, yes;

if the ripped bedsheets are in your cell, yes;

if the camera remains are in your cell, yes;

no.

To decide whether the rage is/has concluded:

if the mangled cot frame is in your cell and the ripped bedsheets are in your cell, yes;

no.

To attempt rage conclusion:

if the rage is concluded, say "[line break]Look at their work. [if the camera is in your cell]There are cameras on the wall, but they're too high.[otherwise]The camera and the bed are on the floor.[end if]. I've given up a lot in the last two weeks, but I wasn't sure I could accept my new form."

Test rampage with "break camera / purloin armor / wear armor / rip up sheets / tear up cot / look / x camera / take camera / x mangled frame / take it / x sheets / take sheets"

[And here is our first custom room part.]

The cell floor is a room-floor. The description is "The earth is full of mud and mud." The printed name is "The surface of the cells". Understand "grey/gray/-- rubber/rubbery/rubberized/rubberised/plastic/-- cell/-- floor" or "mud" as the cell floor.

The room-floor-prop of your cell is the cell floor.

[Hint the player that there's no point just sitting around.]

At 09:30 AM:

if we have not gone and the location is your cell:

say "Normally I have to eat pax, but no one's come in the last few days."

Section 2 - Corridor and Stuff

The corridor is a room. "A white, pathless path that flows from east to west, bending to one side and disappearing everywhere.[paragraph break][The metal door] is facing south. The control room is on the west side[if the front office is visited], the entrance is on the east side[end if]." The printed name is "The road."

West of the corridor is south of the control room. Index map with control room mapped northwest of corridor.

The control room is a room. "The walls are plastered with screens[if the controls switch is switched on] showing video feeds from throughout the facility[otherwise], but they are all blank[end if]. This must be the place from which the prisoners are monitored.[paragraph break][A ladder-top] leads down into the installations room, and a corridor leads south." The printed name is "The controls."

A table is a scenery supporter in the control room.

On the table is a thing called a helmet. The initial appearance of the helmet is "Your hat's on the center table.". The printed name of the helmet is "The opposite hat". It is proper-named. Understand "your/my/-- helmet" or "your/my/-- opposite/-- hat" or "ring" as the helmet.

The description of the helmet is "If you look closely, it's me. Maybe the rest of the games are here.".

Instead of wearing the helmet, say "It's not very convenient to wear a hat because energy and air get into the equipment."

Before taking the helmet for the first time, say "If you do, be careful to disconnect these headphones from the computer. I don't want anything from you."

Some wires are scenery in the control room. The printed name is "- I can't. - What?"

The description is "[if the helmet is on the table]This soft cable runs from the control point to the ear[otherwise]A lot of wires fell on the floor[end if].".

The control panel is in the control room. "There are signs and screens on the wall.". The description is "[control-panel-desc].". It is fixed in place. Understand "desk" or "screen" or "system" or "panel" or "panels" or "screens" or "surface" or "console" as the control panel.

Understand "video" or "feed" or "feeds" as the control panel when the controls switch is switched on.

To say control-panel-desc:

if the controls switch is switched on:

say "This screen shows videos that were taken in different parts of the building. [run paragraph on]";

if the camera is in your cell, say "[if the mangled cot frame is in your cell or the ripped bedsheets are in your cell]. It's obvious you committed a robbery in prison.[end if]";

otherwise say "Maybe the photo's gone because the camera's broken.";

otherwise:

say "There's nothing on the screen.".

The prison warden's ID card is a thing. The printed name is "Identification of the director." The description is "A pink card with the letters of Chevrolet.[if the player is wearing the armor] j I'm not going to lie j[end if]". Understand "warden" or "guard" or "access" or "purple" or "pink" or "blue" or "director" or "identification" as the ID card.

Instead of looking under the control panel, try searching the noun.

Instead of searching the control panel:

now the player is carrying the ID card;

say "If you look under the remote, you'll see a blue card in the pocket.";

rule succeeds.

A ladder-top is privately-named scenery in the control room. The printed name is "The dimension". Understand "ladder" or "rungs" or "dimension" as the ladder-top.

Instead of climbing ladder-top, try going down.

East of the corridor is south of the front office.

Index map with front office mapped northeast of corridor.

The description of the front office is "This is the door to the house, and there's a hole here, but now it's empty.[paragraph break]You can go east, to a small warehouse, or south, to the garden.". The printed name of the front office is "The room."

The airlock is a locked door. "[airlock-desc].". The airlock is north of the front office and south of the prison antecourt. The printed name of the airlock is "It's a door."

Understand "air" or "lock" as the airlock.

To say airlock-desc:

if the player is in the front office, say "The north exit of the building appears to be closed";

otherwise say "The prison entrance is on the south side"

Report going through the airlock for the first time:

say "The door opens and goes into the center. [if the player is wearing the armor]It's not clear, but it reminds us that the air coming from outside is not good.[otherwise]The fresh air in the air tank is replaced by light, so the headache is quick.[end if][line break]Another door opens and you're out.".

The airlock's inner card reader is an unthing in the front office. The description is "The door doesn't have a map reader, so you'll have to open it another way.". The printed name is "The leader of the internal Airlock models.". Understand "leader" or "internal" or "model" or "models" or "leader of/-- the/-- internal airlock model/models" as the airlock's inner card reader.

Instead of locking the airlock with something when the location is the front office, say "The door doesn't have a map reader, so you'll have to open it another way.".

Instead of unlocking the airlock with something when the location is the front office, say "There's no map leader at the door, so we'll have to check it out some other way.".

Section 3 - The Storage Area

The storage space is east of the front office. "This little box is where the prisoners keep their stuff. There's a metal table on the wall.[paragraph break]The only way out is west." The printed name is "The warehouse."

Some shelves are a scenery supporter in the storage space. The printed name is "- The book."

Understand "bare" or "metal" or "bare-metal" or "shelf" or "rack" or "book" or "table" as the shelves. Understand "shelves" or "racks" or "books" as the plural of shelves.

Some plates are on the shelves. "The protectors are on the shelves." The printed name is "- He is a genius."

The description is "You're sure it's part of your forest bike. [if the player has the helmet]It's still good, but there's an important part missing, the ring.[otherwise]Yet you don't see the spectrum.[end if]".

Understand "armor/armour/armored/armoured/-- plates/plating" or "armor" or "armour" or "forest" or "bike" or "part of/-- your/my/-- forest/-- bike" or "protector" or "protectors" as the plates. They are fixed in place.

The cannotTakeMsg of the plates is "And you are very great, and the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive tree, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the olive, the".

Instead of wearing the plates, say "The dining room table doesn't help much."

Instead of putting the helmet on the shelves:

now the helmet is nowhere;

now the plates are nowhere;

now the armor is on the shelves;

say "You put on the hat and touch the board, the game is over."

Before wearing or taking the plates when the player is carrying the helmet:

now the helmet is nowhere;

now the plates are nowhere;

now the armor is in the location;

say "(These clothes are fully dressed.)[command clarification break]";

try wearing the armor instead.

A ration bar is a kind of edible thing. The printed name of a ration bar is usually "The bar we share." The plural of ration bar is rationing rates.

Understand "bar we/-- share" or "share" or "rationing" as a ration bar. Understand "rates" as the plural of ration bar.

The description of a ration bar is "As you know, we ate this kind of ice cream.".

An action on groups rule for examining when dealing only with ration bars:

let cnt be the number of entries in the multiple object list;

say "As you can see, there are [cnt in words] prizes.";

clear all pronouns.

Instead of tasting a ration bar, say "Like most restaurants, it tastes sweet and has a little fruit.".

On the shelves are five ration bars.

Section 4 - Basement

The prison installations room is down from the control room. "This cell has most of the machines and equipment that make it work.[if the ventilation switch is switched on] In this room, the wind from a huge engine blows into the wall through an air pipe in the opposite wall.[end if][paragraph break]It's a ladder, you know.[if bottom of the air duct is open], The parking lot of the room is on the north wall.[end if]." The printed name is "The prison office"

An air duct called bottom of the air duct is in the prison installations room. It connects to the cell air duct. The printed name is "The bottom of the air pipe".

The description is "There's air coming into the defense."

Some some-air-ducts is a north-wall. The printed name is "The energy.".

The description is "There's a lot of air in the north wall that could lead to the factory."

Understand "air/-- ducts" or "energy" as some-air-ducts.

The ventilation-machine is a south-wall. The printed name is "It was an airburst.".

The description is "A large machine takes up almost the entire south wall[if the ventilation switch is switched on]. It is forcing air through the room[end if].".

Understand "ventilation" or "machine" or "machinery" or "airburst" as the ventilation-machine.

The walls of the installations room are {some-air-ducts, ventilation-machine, default-west-wall, default-east-wall}.

Some appliances are scenery in the installations room. The printed name is "A couple of teams."

The description is "There are pipes and crates on the wall."

Understand "installation" or "installations" or "appliance" or "pipes" or "crates" as the appliances.

The ladder-bottom is privately-named scenery in the installations room. The printed name is "The dimension".

The description is "There's a simple staircase leading up to the wall."

Understand "ladder" or "rungs" or "dimension" or "staircase" as the ladder-bottom.

Instead of climbing the ladder-bottom, try going up.

["Obfuscated Switches" have a label in "Shwabolian" writing, which is really just ROT13-encoded english. The armor can translate those, so we show the plain english labels when the player is wearing the armor.]

An obfuscated switch is a kind of device. An obfuscated switch is usually switched on.

An obfuscated switch has some text called the obf-label. An obfuscated switch has some text called the real-label.

The printed name of an obfuscated switch is usually "[if the player is wearing the armor][real-label][otherwise][obf-label][end if] change".

The description of an obfuscated switch is usually "[if the player is wearing the armor]The big transformer, his translation kit, shows a sign that says '[real-label]'.[otherwise]This is a big code, and it can be changed to '[obf-label]'.[end if]".

Understand "rotary" or "switch" or "code" or "transformer" as an obfuscated switch.

To say switch-label of (o - an obfuscated switch):

say "[if the player is wearing the armor][real-label of o][otherwise][obf-label of o][end if]".

Check turning an obfuscated switch:

if the noun is switched on, try switching off the noun instead;

otherwise try switching on the noun instead.

The switch panel is in the installations room. "There are several buttons on the wall." It is fixed in place.

Understand "switches" or "buttons" as the panel.

The description is "There's a lot of twists and turns to this toilet. One is '[switch-label of the lights switch]', the next is '[switch-label of the ventilation switch]', the third is '[switch-label of the doors switch]', and the last is '[switch-label of the controls switch]'.".

Does the player mean turning the switch panel: it is unlikely.

Does the player mean switching off the switch panel: it is unlikely.

Does the player mean switching on the switch panel: it is unlikely.

The lights switch is part of the switch panel. It is an obfuscated switch. The real-label is "THE LIGHT". The obf-label is "GUR YVTUG". Understand "light" or "yvtug" or "first" as the lights switch.

The ventilation switch is part of the panel. It is an obfuscated switch. The real-label is "THE AIR IT SUPPLIES". The obf-label is "GUR NVE VG FHCCYVRF". Understand "second" or "air it/-- supplies/supply" or "gur/-- nve vg/-- fhccyvrf" as the ventilation switch.

The doors switch is part of the panel. It is an obfuscated switch. The real-label is "WHATS THAT". The obf-label is "JUNGF GUNG". Understand "maglock" or "zntybpx" or "third" or "whats that" or "jungf gung" as the doors switch.

The controls switch is part of the panel. It is an obfuscated switch. The real-label is "THE CONTROL". The obf-label is "GUR PBAGEBY". Understand "pbageby" or "fourth" or "control" as the controls switch.

Carry out switching off the lights switch:

now all rooms in cell-complex are dark.

Carry out switching on the lights switch:

now all rooms in cell-complex are lit.

Carry out switching off the doors switch:

now all doors in cell-complex are unlocked.

Carry out switching on the doors switch:

now all doors in cell-complex are locked.

Report switching off the ventilation switch:

say "When we light a lamp, the air goes out and the air calms down.";

rule succeeds.

Rule for printing the description of a dark room when the location is the installations room:

say "It's pitch black, but there's a light by the key."

After deciding the scope of the player while in darkness and the location is the installations room:

place the lights switch in scope.

Section 5 - Outside Area

Prison antecourt is an outdoor room. "Outside the prison there is a garden that looks like a small island.[paragraph break]The road to the prison is south, with the wind. It's surrounded by water, but has a port of easy access to the east." The printed name is "This is the prison of Anticorus."

The antecourt-water is scenery in the antecourt. It is privately-named. The printed name is "The water.".

The description is "The water around the island.". The cannotTakeMsg is "I can't get out of the water."

Understand "water" or "sea" or "ocean" as antecourt-water.

The prison docks are an outdoor room. They are east of the prison antecourt. "The prisons are built on small islands, making it harder to escape. There are small ports that float on the coast.[paragraph break]The beach with the buildings is hundreds of yards to the north. The prison garden is to the west." The printed name of the prison docks is "The Conflict in Prison".

The dock is a backdrop. It is in the prison docks and the shore docks. The description is "It's a plastic device with a metal window that moves when you try to hold it." The printed name is "The stop."

Understand "plastic" or "contraption" or "jetty" or "window" or "stop" as the dock.

Understand "jump off [the dock]" as getting off.

Instead of getting off the dock, try entering the water.

The water is a backdrop. It is in the prison docks and the shore docks. The description is "The water is wet, but the sea is sweet.".

The cannotTakeMsg is "When you drink water, it comes down to your hand."

Understand "ocean" or "sea" as the water.

Instead of rubbing the water on the armor:

say "Washing with water is nothing.";

take 15 seconds;

rule succeeds.

Instead of rubbing the water on something when the armor is worn:

if the second noun is the fatigues or the second noun is the boots or the second noun is the player, try rubbing the noun on the armor instead;

otherwise make no decision.

Understand "jump in/into [something]" or "dive in/into [something]" as entering.

Understand "swim in [something]" as entering when the water is in the location.

Does the player mean entering the water: it is likely.

Instead of jumping when the location is the prison docks or the location is the shore docks:

say "(In the water)[command clarification break]";

try going down.

Instead of entering the water, try going down.

Instead of going north from the prison docks, try going down.

Before going down from the prison docks:

if the player is not wearing the armor, say "[if the location is the prison docks]What if we jumped to the beach?[otherwise]And then he goes everywhere?[end if] You're not gonna be on time when time takes you." instead.

The rocky shoreline is scenery in the prison docks. The printed name is "The rocky beach".

The description is "The riverbank is coming up.".

Understand "coastal" or "coast" or "beach" as the shoreline.

Chapter 2 - Underwater

A sea-room is a kind of room. The description of a sea-room is "They're under the sea, they're on land, and there's a U.S. military base up north." A sea-room is usually dark. The printed name is usually "Under the sea.". A sea-room is always submerged. The room-top-prop of a sea-room is usually the sea. The room-floor-prop of a sea-room is usually the ocean floor. The walls of a sea-room are usually {}.

The sea-region is a region. Seabottom-1, seabottom-2, seabottom-3, and seabottom-4 are in the sea-region. Index map with room-colour of sea-region set to "Navy" and room-name-colour of sea-region set to "White".

Instead of going nowhere when the location is in the sea-region, say "If you don't find the way, you won't find him."

The sea is a backdrop in the sea-region. The description is "The sea water is 10 meters high. When they exhale, they can see the waves of their breath coming to the surface." Understand "ocean" or "sea" or "water" or "air/-- bubble/bubbles" as the sea.

Instead of examining up when the location is in the sea-region, try examining the sea.

The ocean floor is a backdrop in the sea-region. The description is "The calm water between the beach and the island was covered with ice, so it was difficult to get here." Understand "sea/ocean/-- bottom/ground/floor/silt/ice" as the ocean floor. The printed name is "The bottom of the sea."

The cannotTakeMsg of the ocean floor is "If you pick up trash with one hand, it goes to your fingers."

Instead of standing on the ocean floor, say "But you're safe at the bottom of the sea."

Instead of entering the ocean floor, say "You're a little stupid."

Report jumping when the location is in the sea-region:

say "They jump in and throw dust in the water."

[An alternate ending.]

Surrendering is an action applying to one topic. Understand "give up hope/--" or "capitulate" or "fall" or "succumb" or "succumb to/-- [text]" or "give in to [text]" or "surrender" or "surrender to/-- [text]" or "abandon your/my/-- me/myself/you/yourself/hope/faith/life/existence" or "resign" or "stop fighting/breathing" or "despair" as surrendering.

Check surrendering: say "Not even a thousand years ago." instead.

Lying on the ocean floor is giving up. Entering the ocean floor is giving up. Sleeping is giving up. Waiting is giving up. Surrendering is giving up.

Instead of giving up when the air of the armor is less than 300 and the location is in the sea-region:

now the air of the armor is zero;

say "You look at the air meter in your house, you get this weird feeling of calm, you can't turn around and recover. After 15 years of war, you did it.[line break]The seabed is pleasant and comfortable. When lying down, the butt adapts to the shape of the body, creating large plates and corners that normally prevent sleep. Your tire [CO2] trail is still working and the thermostat keeps you running. [italic type]There are worse ways to die[roman type], you tell yourself when you stop and smile.";

end the story finally saying "They became friends."

Test alternate with "pull grate / crawl into duct / kick grate / out / turn off doors / up / take helmet / s / e / e / take plates / w / n / e / turn on helmet light / jump / air-drain / n / z / lie down".

Instead of going up in the sea-region (this is the can't swim in armor rule), say "Although the armored engine does not detect a normal weight of about 50 kg to jump to the seabed, a helicopter type is required, which is not supplied."

seabottom-1 is a sea-room. It is down from the prison docks. "They're sitting on the bottom of the sea, in the mud, on the cliffs of prison island to the south, a military complex to the north."

Before going down to seabottom-1 for the first time:

say "Although her armor is designed for planetary and naval operations, she can also be used as space and underwater equipment on a certain occasion (or as the manufacturer promises). Even if you're wondering if it's suitable for spaceflight, maybe it's time to prove it's a pattern.[line break]He plunges into the water, stretches his arms and legs to get down the stairs."; [5]

pause the game; [for dramatic effect only]

say "About ten seconds later, you're standing still and you're in the slime of the seabed.[line break]You get up, you clean up the dirt from your painting. You're still breathing and none of the devices in your suit seem to be frozen by now.";

take 45 seconds.

The rocky cliffs are scenery in seabottom-1. "These cliffs are the base of the prison." The printed name is "A mountain range".

Understand "rocks" or "cliff" or "stone" or "hill" or "mountain" or "range" as the cliffs.

Instead of climbing the rocky cliffs:

say "They're leaning against the cliffs.";

take 8 minutes;

now the player is in the prison docks.

Instead of going up from seabottom-1 for more than the first time (this is the hint at climbing rule):

say "Even though his resistance structure ignores 50 kilos, he needs some kind of bomb he can't take with him.[line break](But if you really have to go back, the cliffs seem like an opportunity to climb.)".

Instead of going south from seabottom-1, try climbing the rocky cliffs.

seabottom-2 is a sea-room. It is north of seabottom-1.

seabottom-3 is a sea-room. It is north of seabottom-2.

seabottom-4 is a sea-room. It is north of seabottom-3. "You're sitting at the bottom of the sea, in the mud, the earth stretching north."

Before going north from seabottom-4 for the first time:

say "Slowly, you climb a golden slope, half on your feet and half full, to the beach.".

Carry out going north from seabottom-4 (this is the armor dirtying rule):

now the armor is muddy;

take 5 minutes;

continue the action.

Instead of going up in seabottom-4, try going north.

[And being in the water gets us clean again -- no real benefit, except continuity.]

Every turn when the location is submerged (this is the armor cleaning rule):

now the armor is clean.

Instead of squeezing when the player has been in the sea-region and the location is not in the sea-region:

if the noun is the armor or the noun is the player:

say "Drinking seawater is a symbolic mission.";

rule succeeds;

otherwise:

continue the action.

Report going to a room in the sea-region from a room in the sea-region (this is the report trudging rule):

say "You're moving [noun] slowly.";

take 5 minutes;

continue the action.

Chapter 3 - Military Complex Outdoors

Section 1 - The Docks

[Not a test as much as a convenience to quickly skip ahead during debugging.]

Test act2setup with "purloin my armor / wear armor / gonear incline / purloin ID card / down / up".

The shore docks are an outdoor room. They are up from seabottom-4 and north from seabottom-4. "It seems the coast is more of an extension of the seabed you were alone on: It's a gradual decline, not a sudden one. There's a port where ships can be loaded and unloaded. (Though there are no ships.)[line break]He remembers coming in a few weeks ago with a ventilator on his face.[paragraph break]The prison is in the south, on a remote hill and in the water, and the military area is further north."

Index map with shore docks mapped north of prison docks.

The printed name of the shore docks is "Port of call on the coast".

The muddy incline is scenery in the shore docks. "The muddy beach sinks into the water and you can see the tracks he left after he came up." The printed name is "The Clay Winners."

Understand "slope" or "rut" or "muck" or "mud" or "silt" or "shore" or "shoreline" or "ground" or "floor" or "clay" or "winner" or "winners" or "decline" as the incline.

Instead of climbing the muddy incline, try going south.

Before going south from the shore docks:

if the player is not wearing the armor, say "You never get there in time for the atmosphere to catch up." instead;

say "Take a few steps down before you fall in the water."

Before going down from the shore docks:

if the player is not wearing the armor, say "You never get there in time for the atmosphere to catch up." instead;

say "We'll jump off the dock and head back out to sea."

The room-floor-prop of the shore docks is the muddy incline.

Rubbing it on is an action applying to two touchable things and requiring light.

Understand "rub [something] on/onto [something]" as rubbing it on.

Understand "rub [something] with/using/in [something]" as rubbing it on (with nouns reversed).

Understand "slather [something] on/onto [something]" as rubbing it on.

Understand "slather [something] with/in/using [something]" as rubbing it on (with nouns reversed).

Understand the commands "cake", "coat", "encrust", "paint", "plaster", "slap", "smother", and "smear" as "slather".

Understand "cover [something] with/in/using [something]" as rubbing it on (with nouns reversed).

Understand the commands "disguise", "mask", and "obscure" as "cover".

Report rubbing something on something:

say "We were rubbing [the noun] against [the second noun], but it wasn't much." instead.

Check rubbing the muddy incline on something:

if the player is not wearing the armor:

if the second noun is the player or the noun is the fatigues or the noun is the boots, say "It would take forever." instead;

otherwise:

if the second noun is the player, try rubbing the muddy incline on the armor instead;

if the second noun is the fatigues or the second noun is the boots, say "But you have all the perfect stuff for the uniform." instead.

Check rubbing the muddy incline on the armor when the player is not wearing the armor:

say "It would be terrible if I wore that suit." instead.

Instead of rubbing the muddy incline on the armor when the player is wearing the armor:

say "You kneel in the mud and go to the village, you pick up the sticky mud and you hit it with both hands until you're sure every square inch (except your visa) is uniformly covered in brown dust.";

now the armor is covered;

take three minutes;

rule succeeds.

Instead of rubbing the muddy incline on the armor when the player is wearing the armor and the armor is covered:

say "They're so dirty they're no longer human, they see no reason to add more.".

Instead of taking the muddy incline, try rubbing the muddy incline on the player.

Instead of rubbing the muddy incline:

say "(Sweeping mud off)[command clarification break]";

try rubbing the muddy incline on yourself.

Instead of putting the muddy incline on something, try rubbing the noun on the second noun instead.

Before wearing the muddy incline, try rubbing the noun on yourself instead.

Rolling in is an action applying to one touchable thing and requiring light.

Understand "roll in [something]" or "roll around in [something]" as rolling in.

Understand the command "wallow" as "roll".

Check rolling in something:

say "That's not helping." instead.

Check rolling in the muddy incline when the player is not wearing the armor:

say "It would take forever." instead.

Instead of rolling in the muddy incline when the player is wearing the armor:

say "You lie in the mud and roll around until you're sure you're covered in a big, scary glue.";

now the armor is covered;

take three minutes;

rule succeeds.

Instead of lying on the default-ground when the location is the shore docks, try rolling in the muddy incline.

Instead of lying on the muddy incline, try rolling in the noun.

Instead of crawling into the muddy incline, try rolling in the noun.

Instead of entering the muddy incline, try rolling in the noun.

Section 2 - The Plaza

The military complex plaza is an outdoor room. It is north of the shore docks. "This base should be the heart of the operation, at least in this area.[paragraph break]There are many places to visit, and the beaches and resorts are in the south. [if the hangar is unvisited]What looks like a[otherwise]The[end if] hangar is located to the east[if the force field is enabled], blocked by a force field[end if]. To the west is a smaller building called the Quarter, and to the north is a larger building with the words 'Command Center' on it, blocked by a door." The printed name of the military complex plaza is "The square of the military complex".

The command center door is north of the plaza and south of the entry hallway. It is an openable closed lockable locked door. The prison warden's ID card unlocks the command center door.

The description of the command center door is "A simple metal door with a map reader instead of a wallet. It is [if open]open[otherwise]closed[end if].". The printed name of the command center door is "The door to the command post."

The command center door's card reader is a backdrop. It is in the plaza and the entry hallway.

The description is "There's a little grey box waiting for an access card.". The printed name of the command center door's card reader is "A map reader through the door of the command post."

Instead of unlocking the card reader with something, try unlocking the command center door with the noun.

Instead of locking the card reader with something, try locking the command center door with the noun.

The force field is a door. It is east of the plaza and west of the hangar. "[one of]The wind picks up the leaves and moves them [forcefield-desc-direction]ward through the force field[or]The force field in the [forcefield-desc-direction] is emitting a faint blue light[or]The bird has passed through the force field and is heading [forcefield-desc-direction][then at random].".

The description is "[if enabled]The force field is emitting a faint blue light[otherwise]Seal off the field[end if]."

The force field can be enabled or disabled. The force field is enabled, open, and not openable.

Understand "forcefield" or "force-field" as the force field.

To say forcefield-desc-direction:

if the location is the plaza, say "east";

otherwise say "west".

[Ensure that the disabled force field, the command center door, and its card reader dont't get mentioned in room descriptions.]

After choosing notable locale objects (this is the military plaza locale objects rule):

if the force field is disabled:

if there is a notable-object of force field in the Table of Locale Priorities:

set the locale priority of the force field to 0;

if there is a notable-object of command center door in the Table of Locale Priorities:

set the locale priority of the command center door to 0;

continue the activity.

Check going through the enabled force field:

if the player is not wearing the armor, say "The force field is blocking his path." instead;

if the armor is clean:

say "The force field is blocking his path." instead;

if the armor is muddy or the armor is blood-stained:

say "[one of]- The hand runs through the power grid.[or]The hand goes through the electric field, but no further.[or]Once they're cleaned, they can go through the power grid, but not anymore.[or]Your fat hand goes through the collar, but she doesn't anymore.[then at random]".

Report going through the enabled force field when the armor is covered:

say "His bottom covered in mud runs through the stomach of the force.".

Chapter 4 - The Command Center

Section 1 - Hallways

The entry hallway is a room. "TThis is the entrance to the base, where the base managers meet for the base, make administrative decisions and do other important things. (In all his years of service, he never wanted an officer, though there were many vacancies in the new U.S. Army.)[paragraph break]There's a small closet on the west side and a hallway that goes further north."

The printed name is "The entrance".

Instead of going outside when the location is the entry hallway, try going south.

The command center lobby is north of the entry hallway. "I'm in a hallway with no furniture, no chairs on the wall.[paragraph break][if the ops center is unvisited]There's a conference room to the east, which looks like an operations center to the north, and a hallway to the south.[otherwise]There's a conference room on the east side, an operating room on the north side, and a hallway on the south side.[end if] [if at least one shwabolian is in the ops center][paragraph break]There's an evil voice in the north room.[end if]".

The printed name is "Renner on the move."

A chair is an enterable scenery supporter in the lobby. The printed name is "The chair."

The description is "They look like the plastic samples you used in school."

Understand "chairs" or "stool" or "stools" as the chair.

The cannotTakeMsg of the chairs is "The chairs are pinned to the wall."

Instead of listening to the command center lobby when at least two shwabolians are in the ops center:

say "There's an evil voice in the north room.";

take 30 seconds;

rule succeeds.

Section 2 - Armory

The armory is west of the entry hallway. "[if the storage rack is in the armory]This 'house' is actually a more glorious storage: it is large enough to hold [a storage rack] and a stack of rather fragile ammunition.[otherwise]This 'store' is actually a more beautiful storage space: the ammunition bin is on the ground and would have enough space for a small shelf (if it had not been demolished).[end if][paragraph break]The only way out is through the east hall."

The printed name is "The gun."

The ammo crate is a fixed in place container in the armory. The printed name is "It's a box of ammo."

The cannotTakeMsg of the ammo crate is "It's too heavy to carry."

Does the player mean taking the ammo crate: it is unlikely.

Some some-ammo-clips is in the crate. It is privately-named. The indefinite article is "some". The printed name is "We're in a munitions blockade.". Understand "clip" or "clips" or "ammo" or "ammunition" or "rounds" or "magazines" or "munitions" or "blockade" as some-ammo-clips.

ammo-temp-storage is a container. In it are ten ammo clips.

Instead of taking some-ammo-clips:

if the player is carrying at least three ammo clips:

say "They've got plenty of ammo." instead;

otherwise:

let the clips taken be three minus the number of ammo clips carried by the player;

say "[Clips taken in words] shot[unless clips taken is one]s[end unless] and it's on.";

repeat with i running from 1 to clips taken:

let c be a random ammo clip in the ammo-temp-storage;

now c is in the ammo crate;

silently try taking c.

A storage rack is a fixed in place supporter in the armory. The printed name is "- That bag."

The description is "It's very simple, with a simple metal with a sharp edge. You can break it easily."

The cannotTakeMsg is "It's too big and heavy to carry."

Understand "bare" or "metal" or "shelf" or "rack" or "metal" or "struts" or "bag" as the rack.

A rifle is a gun on the rack. The description is "A painting of Swabia you've seen many times on the battlefield." The printed name is "- The gun."

Instead of attacking the rack:

say "We'll tear the frame apart to make a piece of metal with a sharp edge.";

now all things that are on the rack are in the location;

now the rack is nowhere;

now rack-gone is in the armory;

now the makeshift knife is in the armory;

silently try taking the makeshift knife;

take 90 seconds in total;

rule succeeds.

Understand "make [knifedesc] [makefrom] [the storage rack]" as attacking.

Understand "build [knifedesc] [makefrom] [the storage rack]" as attacking.

Understand "turn [the storage rack] into [knifedesc]" as attacking.

Understand "from" or "out of" as "[makefrom]".

Understand "a/an/-- makeshift/improvised/-- knife" as "[knifedesc]".

Understand "disassemble [the storage rack]" or "take apart [the storage rack]" or "take [the storage rack] apart" as attacking.

rack-gone is a privately-named unthing. The description is "Remember when you broke your pocket to make a knife?".

Understand "bare" or "metal" or "shelf" or "rack" or "metal" or "struts" or "bag" as rack-gone.

The makeshift knife is a thing. The description is "A piece of metal you pulled out of the shelves in the armory. It happens to have a rather sharp edge." The printed name is "- The sword of fortune."

Understand "make-shift" or "dagger" or "metal" or "frame" or "strut" or "shelf" or "piece" or "of" or "sword" or "fortune" as the makeshift knife.

Section 3 - Briefing Room

The briefing room is east of the lobby. "It looks like a conference room for high officials. There's [a large round table] in the middle of the room. [A large screen] on the wall, with [a lectern] for it, if the social forum isn't enough.[line break]Like many of the Shwabolian installations you've seen, this room doesn't have much decor.[paragraph break]The only way out is through the hallway."

A large round table is a fixed in place supporter in the briefing room.

The description is "It is a simple table with a white plastic surface. It has enough room for ten, perhaps fifteen people, although all the chairs seem to have been removed [dash] if there ever were any.[if the mess hall is visited][paragraph break]You can't help but wonder what warranted the construction of a base this large for the dozen-or-so people probably stationed here.".

A large screen is a fixed in place thing in the briefing room. The printed name is "big canvas".

The description is "There's a big canvas hanging on the wall. It's empty, you know."

The lectern is a fixed in place supporter in the briefing room. The printed name is "- It's the table."

The description is "The bar is in front of the screen and waiting for someone to stand up and talk to the participants (which is not the case now). It has the emblem of the Swiss Air Force, the creation of a lizard on a rocket." Understand "emblem" or "logo" as the lectern.

Section 4 - Nerve Center

The ops center is north of the lobby. "This is the nerve center of the operation, whatever it is. Finally, the walls are covered with screens and controls, but most of them don't seem to be working.[paragraph break]The only way out is through the south hall."

The printed name is "The Operations Centre".

The larger alien and the smaller alien are shwabolians in the ops center.

The printed name of the larger alien is "The greatest foreigner". Understand "greatest" or "foreigner" as the larger alien.

The printed name of the smaller alien is "The youngest stranger". Understand "youngest" or "stranger" as the smaller alien.

Understand "large" as the larger alien. Understand "small" as the smaller alien.

The description of the larger alien's corpse is "A dead Shwabolian, his addiction to the lizard spread in all directions.[if closed]Blood will collect around him where the bullets hit the target[otherwise]It looks a little more painful when you take the data code from the inside[end if]."

The printed name of the larger alien's corpse is "The stranger is bigger."

The examine containers rule does nothing when the noun is a corpse.

Understand "stab [someone] with/using [something]" as a mistake ("A knife is rarely a good idea.").

[I expect this will probably be the most controversial part of the game.

This wasn't really planned from the start, but I needed some puzzles and my brain basically went: "Why don't we do this, here's the text for it!" -- and that was the only idea I was going to get.]

Cutting it with is an action applying to two touchable things and requiring light.

Understand the command "cut" as something new.

Understand "cut up/-- [something] open/-- with/using [something preferably held]" as cutting it with.

Understand "dissect [something] with/using [something preferably held]" as cutting it with.

Understand "autopsy [something] with/using [something preferably held]" as cutting it with.

Understand "slice [something] open/-- with/using [something preferably held]" as cutting it with.

To cut is a verb.

Understand "stomach" or "belly" or "abdomen" as the larger alien's corpse.

Understand "large" as the larger alien's corpse. Understand "small" as the smaller alien's corpse.

Check cutting the open larger alien's corpse with something:

if gore is allowed, say "They don't want to desecrate the body." instead;

otherwise say "You got what you need." instead.

Instead of cutting the closed larger alien's corpse with the makeshift knife:

if the player is not wearing the armor:

say "You don't want to do this with your hands alone.";

stop the action;

now the larger alien's corpse is open;

if the armor is clean, now the armor is bloody;

if the armor is not bloody, now the armor is muddy-and-bloody;

if gore is allowed:

[heavens, what is wrong with me...]

say "We're going to see the creature's mouth again, but without the claws. After a breath, you bend into the blood vessels around your body. You carefully position [the second noun], plunging it We place a knife in the stomach of the deceased and allow intestines, blood and other bodily fluids to flow to the protected bones during the incisions.[line break]When you're done cutting, cut yourself off for a moment before you reach the abdomen. After a few minutes in this bloody soup, you find your wish object: a small crypt with data that the creature will swallow as soon as you enter the room. It looks intact.[paragraph break]You feel like you're throwing up.";

otherwise:

say "In an inexplicable process, you find the object of your desire: a tiny piece of data code that the creature enters the room.";

now the player has the data crypt;

take 10 minutes;

rule succeeds.

Check eating when the larger alien's corpse is open:

say "After what you've done, you think you can't handle anything." instead.

Check cutting something with something that is not the makeshift knife:

say "[The second noun] [cannot cut] anything." instead.

Check cutting the larger alien's corpse with the shard:

say "[The second noun] is too delicate for this task, it's like cutting an old tree out of a puzzle." instead.

Check cutting the makeshift knife with something:

say "Didn't you hit the others?" instead.

Check cutting a corpse with something:

if the rage has concluded, say "It is satisfactory to destroy the cell's furniture, but military tradition forbids desecration of a fallen soldier, and I see no reason to violate that rule in this case." instead;

otherwise say "They don't see the need to bother other dead people." instead.

Check cutting something that is not the larger alien's corpse with something:

say "It doesn't help to cut [the noun]." instead.

Check cutting the player with something:

say "You prefer to keep fluid in your body." instead.

Check cutting the armor with something:

say "You don't have to check if the dress can hold [the second noun]." instead.

Check cutting the fatigues with something:

say "Although tires can be used for many purposes, it does not seem necessary to forgo clothing for the time being." instead.

[The somewhat more family friendly version.]

Retrieving it from is an action applying to one thing and one touchable thing, and requiring light.

[Understand "retrieve [something] from [something]" or "extract [something] from [something]" as retrieving it from.]

Understand "retrieve [something] from [something]" as removing it from.

Understand the command "extract" as "retrieve".

Instead of removing the data crypt from the larger alien's corpse:

if the data crypt is not in the larger alien's corpse:

say "They've already encrypted the data.";

stop the action;

if gore is allowed:

if the player does not have the makeshift knife, say "To do that, you need tools." instead;

say "(with [the makeshift knife])[command clarification break]";

try cutting the larger alien's corpse with the makeshift knife instead;

otherwise:

if the player is not wearing the armor:

say "You don't want to do this with your hands alone.";

stop the action;

now the larger alien's corpse is open;

if the armor is clean, now the armor is bloody;

if the armor is not bloody, now the armor is muddy-and-bloody;

say "Open the creature's mouth and look inside. If you turn your tongue, you'll notice something in your neck. They go in and take a small object that the creature swallows quickly when it enters the room: a data bank. He's got a lot of hair.";

now the player has the data crypt;

take 5 minutes;

rule succeeds.

Instead of taking the data crypt when the data crypt is in the larger alien's corpse:

say "You're gonna have to be more specific than me." instead.

Rule for reaching inside the closed larger alien's corpse:

if the current action is taking the data crypt, allow access;

if the current action is removing the data crypt from the larger alien's corpse, allow access;

make no decision.

Report going to the ops center for the first time (this is the alien swallows key rule):

say "If a larger stranger comes into the room, he takes a small device from the control group and swallows it.Then they both draw their weapons.".

The alien swallows key rule is listed last in the report going rules.

A data crypt is in the larger alien's corpse. The printed name is "The data encryption".

The description is "[data-crypt-desc]."

Understand "small/-- swallowed/eaten object/thing/device" or "small/-- object/thing/device swallowed/eaten by the/-- large/larger/-- alien/shwabolian/lizard" or "small" or "device" or "object" as the data crypt.

To say data-crypt-desc:

if the data crypt is in the larger alien's corpse, say "The object the alien swallowed is still inside him";

otherwise say "A small memory device he extracted from [if gore is allowed]the stomach of [end if]one of his prisoners"

[What I want to do after writing the above.]

Vomiting is an action applying to nothing.

Understand "vomit" or "throw up" or "puke" or "hurl" or "retch" or "ralph" or "barf" as vomiting when gore is allowed.

Check vomiting when the larger alien's corpse is closed:

say "You're all right." instead.

Check vomiting when we have vomited:

say "You look much better." instead.

Check vomiting when the location is not breathable or (the larger alien's corpse is open and the larger alien's corpse is in the location):

say "You don't want to anymore, but this is not the place." instead.

Carry out vomiting:

take 3 minutes;

now the vomit is in the location.

Report vomiting:

say "[if the player is wearing the armor]When you lift the board, you feel the urge to empty your stomach and jump into a corner of the room.[otherwise]They're coming back to this room with a rush.[end if]".

The vomit is a fixed in place thing. The initial appearance is "The contents of the stomach form a water bath in a corner of the room.". The printed name is "It's throwing up."

The description is "After you exhumed the dead Shwabolian, you felt compelled to remove the contents of your stomach. They don't want to think about it.".

Understand "vomitus" or "eject" or "former/-- contents of/-- your/my/-- stomach/belly" as the vomit.

The cannotTakeMsg of the vomit is "Like I'm holding him? - They won't."

The mouth is part of the larger alien's corpse.

Understand "large/larger/-- alien/alien's/-- mouth" as the mouth.

Sticking an arm in is an action applying to one touchable thing.

Understand "stick a/an/my/your/-- arm/hand [stick-in] [something]" as sticking an arm in.

Understand "in/down/into" or "down into" as "[stick-in]".

Check sticking an arm in a closed corpse:

[According to Wikipedia, even in whales the esophagus is at most 10-25cm in diameter, so for a slightly-larger-than-human-sized creature, I guess it wouldn't make sense for a hand/wrist/arm to fit.]

if gore is allowed:

say "Although it has a large mouth, its neck is not large enough to support its arm and shoulder." instead;

otherwise:

if the player does not have the data crypt and the noun is the larger alien's corpse, try removing the data crypt from the noun instead;

otherwise say "They touched the creature's mouth, but they found nothing." instead.

Check sticking an arm in the mouth: try sticking an arm in the component parts core of the noun instead.

Check sticking an arm in an open corpse:

say "You got what you need." instead.

Check sticking an arm in something:

say "[The noun] [are] not something you can put your hand on." instead.

Instead of sticking an arm in the muddy incline:

say "You fight and you stick your hand in the mud.";

if the armor is not mud-caked, now the armor is muddy;

take 30 seconds;

rule succeeds.

Instead of sticking an arm in the water:

say "Keep your hand in the water, it's okay." instead.

Instead of saying sorry when the larger alien's corpse is open:

say "'I'm Sorry,' he whispers. If there is a God, he can forgive you for what you just did."

Instead of answering yourself that "sorry", try saying sorry.

Instead of answering the larger alien's corpse that "sorry", try saying sorry.

Test alien with "pull grate / crawl through duct / out / turn off maglock / up / take helmet / look under desk / s / e / e / take plates / w / open airlock / n / e / turn on helmet light / enter water / n / n / n / n / n / unlock door with card / n / w / take rifle and ammo / break rack / e / n / n / shoot larger with rifle / shoot smaller with rifle / cut larger corpse with knife / x me / x armor / x data crypt / throw up".

Chapter 5 - The Barracks

[This area doesn't really do anything useful, but it would be a bit weird if it were absent.]

The mess hall is west of the military complex plaza. "It's the entrance to the house that should be the place. The front room is equipped as a dining room with a table and desk, while the back room is more relaxed, with pillows and even a [italic type]sofa[roman type]. You've never seen a bench so remote in a police station.[paragraph break]You can go east, out, or west, to the building."

The printed name is "- The dining room."

Some plain white tables are scenery in the mess hall. The printed name is "It's a white table."

The description is "Four white tables are ready for 16 people in the room.".

Understand "table" as the tables.

Some counters are scenery in the mess hall. The printed name is "They're made of beans."

Understand "beans" as the counters.

The description is "This must be where they serve food. As with most weird furniture, there's nothing special going on: just white plastic liquids with holes in the bowl.".

Understand "counter" or "recess" or "recesses" as the counters.

Some pillows are scenery in the mess hall. The description is "They are simple white pillows that could very well be the same that people used for sleeping.". The printed name is "- They're pillows."

Understand "white" or "pillow" or "cushion" or "cushions" as the pillows.

The cannotTakeMsg of the pillows is "You don't want to take her.".

Instead of pushing the pillows:

say "Leave the pillows, but nothing interesting."

A couch is an enterable scenery container in the mess hall. The description is "It's not a pretty bench - it looks pretty old and worn - but it's a bench! How come they have a bench?[if the couch is not clean][line break]It looks a lot worse when you do.[end if]".

The printed name is "- The bank."

Understand "sofa" or "bank" or "bench" as the couch.

The couch has a dirtiness. The couch is clean.

After entering the couch:

if the player is wearing the armor and the armor is mud-caked and the couch is clean:

now the couch is muddy;

say "The couch is comfortable and cozy, and yet you can't resist sitting down. They got a lot of mud on the couch, but if Shwabolis sees it, they don't need a dirty couch.";

otherwise:

continue the action.

The barracks are west of the mess hall. "I'm in the bedroom. Like all my installations, the space is designed in a very useful way, without decorations or personal comments.[paragraph break][if the communal washroom is not visited]You can go east, to the cafeteria, or south, through the building.[otherwise]You can go east, to the dining room, or south, to the bathroom.

[end if]".

The printed name is "The elementary school."

Some bunks are in the barracks. "Four beds are arranged on the walls." They are fixed in place.

The description is "Not the complicated version of the bed you've had the last few weeks. It seems these beds are a little more comfortable than the beds you've slept in. (Or maybe the Swedes have a very different idea of what 'proper' is - they don't know, they haven't had a chance to have a friendly conversation.)"

The printed name is "- The bed."

Understand "stacked" or "bunk" or "bed" or "beds" as the bunks.

The communal washroom is south of the barracks. "The garrison is here (if you can consider the size of the institution) responsible for personal hygiene. This is a foam room with white tiles covering the floor and walls to the ceiling. Four bathrooms with mirrors on one wall, four bathrooms on the other, and the other two have two showers. Shwabolis doesn't worry about privacy because there are no walls in the room.[paragraph break]The only way north, to the army."

The printed name is "Common bathrooms".

The room-floor-prop is the washroom-floor.

Some toilets are scenery in the washroom. The description is "It looks like the worst bathroom in the world, with steel bodies, no lids, no real chairs. [if we have examined the bunks]Again, comfort was not a priority[else]It wasn't the most important thing[end if]."

The printed name is "This is the bathroom."

Understand "toilet" or "loo" or "loos" or "head" or "bathroom" as the toilets.

Some sinks are scenery in the washroom. The description is "[if we have examined the toilets]Like the bathroom, the sink is made of steel.[otherwise]The basket is made of steel.[end if]".

The printed name is "In the bathtub."

Understand "sink" or "washbasin" or "washbasins" or "washbowl" or "washbowls" or "wash" or "basin" or "basins" or "bathtub" as the sinks.

Some mirrors are scenery in the washroom.

Understand "mirror" as the mirrors.

Instead of examining the mirrors:

if the mirrors are handled, say "You broke one mirror, but you broke three.[paragraph break]";

say "They look in the mirror and say, [run paragraph on]";

try examining yourself;

rule succeeds.

Instead of attacking the mirrors:

if the mirrors are not handled:

if the player is not wearing the armor, say "You don't want to do this with your hands alone." instead;

now the mirrors are handled;

say "You hit your armor on the mirror, smash it to pieces, and grab one of the larger pieces.";

now the shard is in the location;

silently try taking the shard;

otherwise:

say "I'm glad you did." instead.

The shard is a thing. The printed name is "Subject:".

The description is "It's a piece of mirror. [if the player is not wearing the armor]If you turn it around, you can see your face.[otherwise if the armor is covered]You can see your mud on the helmet when you turn it.[otherwise]You'll recognize your helmet when you get out.[end if]".

Understand "piece" or "of" or "glass" or "mirror" or "subject" as the shard.

Some showers are scenery in the washroom. The printed name is "Where are you going now?".

The description is "[if we have examined the toilets or we have examined the sinks]As in the rest of the room, the showers are very visible: irregular showers coming from the ceiling, the usual mechanical handles on the walls and all the water coming with the plates into the sewers.[otherwise]The showers are very visible: the shower comes out irregularly from the roof, the walls have simple mechanical handles, and all the water goes into the drain with tiles.[end if]".

Understand "shower" or "showerhead" or "showerheads" or "showers" or "control" or "controls" or "water" as the showers.

To slide is a verb. To collect is a verb.

Instead of switching on the showers:

if the player is wearing the armor and the armor is not clean:

say "They take a bath and pour water into him. [if the armor is muddy-and-bloody]The dirt and [wash-grime] slide through the equipment and collect on the ground before entering the pipes.[otherwise if the armor is muddy or the armor is covered]The mud comes from the equipment and collects in the soil before it reaches the tube.[otherwise if the armor is bloody]The [wash-grime] filters out of the equipment and collects on the ground before it reaches the tubes.[end if]";

now the armor is clean;

take 8 minutes;

if the vomit is in the location, now the vomit is nowhere;

rule succeeds;

otherwise:

say "You're as clean as you can be."

Instead of switching off the showers, say "All showers are closed.".

Instead of entering the showers, try switching on the showers.

Instead of taking the showers, try switching on the showers.

Showering is an action applying to nothing.

Understand "shower" or "wash me/you/myself/yourself/--" as showering.

Check showering:

say "There's nothing to do here." instead.

Instead of showering when the showers are in the location, try switching on the showers.

Instead of showering when the sanitary station is in the location, try entering the sanitary station.

To say wash-grime:

if gore is allowed, say "blood";

otherwise say "- No, I'm not going to.".

The washroom-floor is a room-floor. The description is "The floor is white and the walls are covered with water.". Understand "drain" or "grate" or "grates" or "tile" or "tiles" or "tiled" as the washroom-floor.

Chapter 6 - Hangar and Launch

Section 1 - The Hangar

The hangar is a room. "This large cave is a place where boats and other small tools can be stored when not in use. [if the messenger ship is in the hangar]It's empty, except for the cruiser.[otherwise]It's empty now.[end if].[paragraph break][if the launch doors are open]They can go north through the gates and the landing platform, west through the force field and back to the field or the control room.[otherwise]The landing pads are closed, you can go through the force field and back to the control room.[end if]"

The launch doors are a plural-named door. They are north of the hangar and south of the landing strip. They are closed. The printed name is "The exit door".

The description is "The doors large enough to go through the boat form the north wall of the hangar.[if the launch doors are open and the location is the hangar]They're open and pointing the way.[otherwise if the launch doors are open]They're open, giving us a view of the hangar.[otherwise]- They're closed.[end if]".

Instead of opening or closing the launch doors, say "The door looks like a remote."

[The force field is nominally a door, but we don't want it to be included in "x doors".]

An action on groups rule for examining when dealing with {the force field, the launch doors}:

clear the multiple object list;

try examining the launch doors instead.

Instead of looking through the open launch doors:

if the location is the hangar, say "[if the messenger ship is in the hangar]The airport is empty.[otherwise]The landing site where a seagoing ship lives.[end if].";

otherwise say "[if the messenger ship is in the hangar]The grave is almost empty.[otherwise]You see the shuttle in the hangar?[end if]";

rule succeeds.

Section 2 - The Launch Pad

The landing strip is an outdoor room. "I'm on the right track. It's not enough to launch a plane, but it's enough to launch and land a ship that can move in space.[paragraph break]You can continue to the beginning and return to the hangar." The printed name is "Landing Pad".

The tarmac-ground is a room-floor. The printed name is "The asphalt is".

The description is "[if the location is the landing strip]The black asphalt is smooth, perfect for ships.[otherwise if the messenger ship is in the landing strip]The boat's on the tarmac.[otherwise]The shelf is empty.[end if]".

Understand "ground" or "tarmac" or "landing" or "pad" or "asphalt" as the tarmac-ground.

The room-floor-prop of the landing strip is the tarmac-ground.

Section 3 - The Launch Control Room

The control tower is up from the hangar. "I'm in a room by the wall, next to the cave roof. ormally no aircraft enters or exits the airspace around the complex without permission from the pilots who operate it, but it is now abandoned.[paragraph break]The only way out is under the hangar."

The large window is in the tower. It is fixed in place. "The big window shows the landing strip." The printed name is "It's a big window.".

The other-side-description is "[if the messenger ship is in the landing strip] We have a visual on the Ambassador ship at the landing site.[otherwise]As you can see, the chassis is empty.[end if]".

After deciding the scope of the player when the location is the control tower:

place the tarmac-ground in scope.

The air traffic control desk is in the control tower. "There's a desk under the window with screens and buttons." It is fixed in place. The printed name is "Flight control service".

The description is "This is the office where most flights are controlled. It has screens, buttons and buttons, but three different elements: one button with [switch-label of the force field switch], another with [switch-label of the launch doors switch], and a big red button."

Understand "screen" or "screens" or "buttons" or "switches" or "air-traffic" or "air-traffic-control" as the control desk.

The force field switch is an obfuscated switch. It is part of the control desk.

The real-label is "THE FORCE FIELD". The obf-label is "GUR SBEPR SVRYQ".

Understand "forcefield" or "gur" or "sbepr" or "svryq" or "sbeprsvryq" as the force field switch.

Carry out switching off the force field switch:

now the force field is disabled.

Carry out switching on the force field switch:

now the force field is enabled.

Does the player mean switching off the air traffic control desk: it is unlikely.

Does the player mean switching on the air traffic control desk: it is unlikely.

Does the player mean examining the air traffic control desk: it is likely.

The launch doors switch is an obfuscated switch. It is part of the control desk.

The real-label is "THE BEGINNING". The obf-label is "GUR ORTVAAVAT".

Understand "launchdoors" or "ynhapu" or "qbbef" or "ynhapuqbbef" or "beginning" or "gur" or "ortvaavat" as the launch doors switch.

Carry out switching off the launch doors switch:

now the launch doors are open;

take 30 seconds.

After switching off the launch doors switch:

say "If you press the button, a large door opens between the hangar and the runway."

Instead of opening the launch doors switch, try switching off the noun.

Carry out switching on the launch doors switch:

now the launch doors are closed;

take 30 seconds.

After switching on the launch doors switch:

say "When you press the button, close the door between the hangar and the runway."

Instead of closing the launch doors switch, try switching on the noun.

The big red button is part of the control desk. The description is "There's a big red button in the middle of the console. It's not marked."

Understand "large" as the button.

Instead of pushing the big red button:

if the launch doors are closed or the messenger ship is not in the hangar:

take 10 seconds;

say "The system's ringing, but it's fine.";

otherwise:

say "The alarm is sounded and the ground beneath the vehicle, which is in a conveyor belt, moves outwards and into a landing position.";

now the messenger ship is in the landing strip;

take 90 seconds.

Section 4 - Ship

The messenger ship is an enterable container in the hangar. The printed name is "- The transmitter."

The description is "The ambassador is an Argentine in good health. It looks like a larger, longer version of a Swabolian dropship. What's unusual is that it doesn't have a large luggage, but a tank that allows it to travel faster than light. Useful for urgent messages (or passengers) that need to be delivered somewhere and waiting for the next carrier or patrol is not an option."

Understand "transmitter" or "ambassador" as the messenger ship.

After printing the name of the messenger ship, omit contents in listing.

The ship can be started. The ship is not started.

The notch is a scenery container in the messenger ship. The description is "The board around you is decorated with buttons and switches. I hope most of them aren't too important.[line break][if the data crypt is not in the notch]One of the nodes is in one of the control panels, ready to accept anything.[otherwise]The code is in the assignment.[end if]".

The printed name is "- The hook."

Understand "recess" or "control" or "panel" or "panels" or "button" or "buttons" or "screen" or "screens" or "hook" or "node" or "aussparung" [;-)] as the notch.

Check inserting something which is not the data crypt into the notch:

say "[The noun] doesn't look right." instead.

Instead of inserting a corpse into the notch:

say "He's shooting the dead aliens in the headquarters and through the belt. The boat doesn't seem excited, the body's gliding on its own."

After inserting the data crypt into the notch:

say "They've placed the crypt at the checkpoint. - It's all right, it's all right.[paragraph break]The boat is moving slowly."

After entering the messenger ship, try looking.

Carry out looking when the player is in the messenger ship (this is the messenger ship innards rule):

say "You're in the cockpit. [if the ship is started]The control panel says all navigation systems are operational.[otherwise]The control panel is dark and empty.[end if]";

rule succeeds.

The messenger ship innards rule is listed after the room description heading with activity rule in the carry out looking rules.

The canopy is part of the messenger ship. The printed name is "Economic development".

The description is "It's like glass covering the cockpit, so the pilot can see in all directions."

Understand "glass" or "dome" or "economic" or "development" as the canopy.

Instead of looking through the canopy when the player is in the messenger ship:

if the holder of the ship is:

-- the landing strip:

say "The boat is on the runway outside the hangar.";

-- the hangar:

say "The boat's in the hangar.";

-- the planetary orbit:

say "The ship was floating in space, hundreds of kilometers above the yellow surface of the planet.";

-- otherwise:

say "(Note: incorrect use of the tank)";

take 15 seconds in total;

rule succeeds.

Instead of examining outside when the holder of the player is the messenger ship, try looking through the canopy.

The alcubierre drive is part of the messenger ship. The printed name is "hose motor". Understand "hose" or "motor" as the alcubierre drive.

The description is "The light-fastest control system distinguishes this ship from other ships in its class."

Starting is an action applying to one touchable thing.

Understand "start up/-- [something]" or "boot up/-- [something]" or "power up/-- [something]" as starting.

Understand "prepare [something]" or "prepare [something] for launch/take-off" or "prepare for launch/take-off [something]" as starting.

Understand the command "prep" as "prepare".

To start is a verb.

Does the player mean starting the messenger ship: it is likely.

Check starting something that is not the messenger ship:

say "[We] [can't] [start] [regarding the noun][those]." instead.

Check starting the started messenger ship:

say "The ship is ready for launch." instead.

Check starting the messenger ship when the messenger ship is not started and the data crypt is not in the notch:

say "The boat won't go, so maybe you should give him the key so he can follow your orders." instead.

Check starting the messenger ship when the messenger ship is not started and the player is not in the messenger ship:

say "You can't do that if you're not on board." instead.

Carry out starting the messenger ship:

now the messenger ship is started;

take three minutes.

Report starting the messenger ship:

say "Fortunately, scientists have created a similar model of the Shwabolian, allowing their team to go through most inspections before they fly.[paragraph break]Push the button that shows the suit, the main button of the boat. The ship's systems are recovering. The ship is ready for launch.".

Instead of switching on the messenger ship, try starting the messenger ship.

Launching is an action applying to one visible thing.

Understand "launch [something]" as launching.

Does the player mean launching the messenger ship: it is likely.

To launch is a verb.

Check launching something that is not the messenger ship:

say "You can't do that." instead.

Check launching the messenger ship when the player is not in the messenger ship:

say "You can't control the boat remotely. And it would be good if you were on board when the boat leaves." instead.

Check launching the messenger ship when the messenger ship is not started:

say "The ship's systems are down." instead.

Check launching the messenger ship when the location is the planetary orbit:

say "He's already in space." instead.

Check launching the messenger ship when the location is the hangar:

say "You'll have to take the boat first." instead.

Carry out launching the messenger ship:

now the messenger ship is in the planetary orbit;

take 30 minutes.

Report launching the messenger ship:

say "They took the pilot's seat and recovered for a moment. While you didn't perform [italic type]absolutely[roman type] Even if you weren't terrible at camp, there's a reason they sent you with the space infantry instead of the ship.[line break]There's no time to think. You either stay here until you starve to death or your prisoners come back and find out what you did. You don't have to maneuver, you just have to go into orbit. Leave your doubts behind and follow the instructions of the computer system.[paragraph break]You've been out of the atmosphere for half an hour and you're in a stable low orbit.";

try looking.

Nounless-launching is an action applying to nothing.

Understand "make orbit" or "take off" or "blast off" or "lift off" or "ascend" or "ascend into/to the/-- skies/sky/space/orbit" or "depart" as nounless-launching.

Understand "climb" or "climb into space/orbit" or "climb into the sky" or "rise" or "take flight" as nounless-launching when the player is in the ship.

Check nounless-launching when the messenger ship is in the location:

try launching the messenger ship instead.

Check nounless-launching (this is the default block nounless launching rule):

say "You're not capable of doing that." instead.

Instead of going up when the player is in the ship, try nounless-launching.

Deorbiting is an action applying to one visible thing.

Understand "land [something]" or "land [something] on/at [surface-desc]" as deorbiting.

Does the player mean deorbiting the messenger ship: it is likely.

Check deorbiting something that is not the messenger ship:

say "You can't do it with the ground." instead.

To leave is a verb.

Check deorbiting the messenger ship when the player is not in the messenger ship:

say "You can't control the boat remotely. And then you'd be trapped here." instead.

Check deorbiting the messenger ship when the location is not the planetary orbit:

say "- He's already on the planet." instead.

Carry out deorbiting the messenger ship:

now the messenger ship is in the landing strip;

take 30 minutes.

Report deorbiting the messenger ship:

say "Slowly, they'll enter the atmosphere and land on the platform."

Nounless-deorbiting is an action applying to nothing.

Understand "deorbit" or "break orbit" or "touchdown" or "touch down" or "make planetfall" or "enter the/-- atmosphere" or "re-enter the/-- atmosphere" or "reenter the/-- atmosphere" or "return to the/-- [surface-desc]" as nounless-deorbiting.

Understand "surface/planet/island" or "landing/-- runway/pad/strip" or "military/-- complex/facility/prison" as "[surface-desc]".

Check nounless-deorbiting when the location is not planetary orbit:

say "They're not in orbit." instead.

Check nounless-deorbiting when the messenger ship is in the location:

try deorbiting the messenger ship instead.

Instead of going down when the location is the planetary orbit, try nounless-deorbiting.

Understand "warp" or "warp [number]" as a mistake ("The warp drive was theoretical, but that's not how it works."[6]) when the player is in the ship.

Chapter 7 - Space

Planetary orbit is a vacuum room. "They fly through space, hundreds of kilometers above the yellow surface of the planet.[paragraph break]It's time to go home, or if necessary, try to leave the orbit and land."

The printed name is "Orbital planet".

The room-floor-prop is nothing. The room-top-prop is nothing. The walls are {}.

The planet is scenery in the orbit. "On the outside, you see the yellow surface of your former prison, which is weakened. [We] [are] glad to be on [our] way."

Understand "wretched" or "damned" or "godforsaken" or "horrible" or "awful" or "third-rate" or "shithole" or "hellish" or "hell-hole" or "hellhole" or "planet" or "rock" or "wasteland" or "excuse" or "of a" as the planet.

Understand "leave this/-- [the planet]" as getting off when the location is the planetary orbit.

Instead of getting off the planet, try home-going.

Understand "go to [the planet]" as entering when the location is the planetary orbit.

Instead of entering the planet, try nounless-deorbiting.

The transit node is scenery in the orbit. "The yellow dot on the map of the ship means where you can land - you can't really see it." Understand "space/-- road/highway/motorway" or "hyperlane" or "alcubierre" or "chute" as the transit node.

Understand "hit [the transit node]" as entering when the location is the planetary orbit.

Instead of entering the transit node, try home-going.

Instead of doing something other than entering or examining to the transit node, say "The connection point is not something concrete, it's just a region where the local spacetime is weak."

Home-going is an action applying to nothing.

Understand "go [home-desc]" or "return [home-desc]" or "travel [home-desc]" or "fly [home-desc]" or "fly ship/--" as home-going.

Understand "home" or "to/-- earth" as "[home-desc]".

Understand "pedal to the/-- metal" or "put the/-- pedal to the/-- metal" or "stick to the/-- panel" or "put the/-- control/-- stick to the/-- panel" or "punch it" or "transition [home-desc]" or "transition away" or "transition out of here" or "leave this/-- system" as home-going when the location is the orbit. [Allowing the player to get a bit creative with the wording for going home.]

Check home-going when the location is not the planetary orbit:

say "[one of]- Yeah, that's the plan.[or]Yes, it is a mission.[or]Yeah, that's the point.[or]Yeah, that's what you're looking for.[at random]" instead.

Check home-going when the location is the planetary orbit and the player is not in the messenger ship:

say "Without a boat? - What a stroke of luck." instead;

Check home-going when the location is not the planetary orbit and the player is in the messenger ship:

say "- What's this? - What?" instead.

Carry out home-going:

take 300 minutes;

say "While his sudden appearance in the solar system caused some confusion and fear, handing over his identification codes and showing his face to the cameras ensured that the combined military forces in the region would not tear him apart. Against your better judgment, you landed on one of the Navy's big aircraft carriers. You eat right, you wear clean clothes, and then you decide to live three lives.";

end the story finally saying "You're here, you're here.".

Instead of going when the location is the planetary orbit, say "You have no place in the normal world."

Book 4 - Debug Commands - Not for Release

[The macOS IDE hangs whenever you click "Go", unless we unlist all rules that attempt to print something before the banner text. Go figure.]

The show intro rule is not listed in any rulebook.

Book q - qadly Translated Responses

generate action rule response (A) is "(only the first 16 articles)".

adjust light rule response (A) is "It's very dark in here.".

Generate action rule response (B) is "There's nothing we can do.".

basic accessibility rule response (A) is "You have something important to say.".

basic visibility rule response (A) is "It's dark and you can't see anything.".

requested actions require persuasion rule response (A) is "[the noun] has better things to do.".

carry out requested actions rule response (A) is "[the noun] can't.".

access through barriers rule response (A) is "- He's not here.".

can't reach inside closed containers rule response (A) is "[the noun] is not open.".

can't reach inside rooms rule response (A) is "They can't reach [the noun].".

can't reach outside closed containers rule response (A) is "[the noun] is not open.".

list writer internal rule response (C) is "I'm really sad.".

list writer internal rule response (D) is "The light.".

list writer internal rule response (E) is "Closed".

list writer internal rule response (F) is "- It's empty. - What?".

list writer internal rule response (G) is "Closed and empty".

list writer internal rule response (H) is "- I'm finished.".

list writer internal rule response (I) is "It's empty and ready.".

list writer internal rule response (J) is "Closed, empty and lit".

list writer internal rule response (K) is "Giving Light and Suffering".

list writer internal rule response (L) is "which must be taken".

list writer internal rule response (M) is "Don't lose him.".

list writer internal rule response (N) is "Open but empty".

list writer internal rule response (O) is "Closed".

list writer internal rule response (P) is "Closed and closed".

list writer internal rule response (Q) is "with".

list writer internal rule response (R) is "if it is a person to another person".

list writer internal rule response (S) is ", unless is a person's name that is otherwise".

list writer internal rule response (T) is "On as a person's name to other persons".

list writer internal rule response (U) is ", on if it is a person to whom if not to whom".

list writer internal rule response (X) is "- No, you didn't.".

list writer internal rule response (Y) is "I have nothing.".

action processing internal rule response (A) is "This assignment requires something outside the game, so it can only make sense to you and me.".

action processing internal rule response (B) is "You have to name the object.".

action processing internal rule response (C) is "You can't change the subject.".

action processing internal rule response (D) is "You have to give me a name.".

action processing internal rule response (E) is "You can't say the name.".

action processing internal rule response (F) is "You have to give the other object a name.".

action processing internal rule response (G) is "You can't say anything else.".

action processing internal rule response (H) is "Tell me your middle name.".

action processing internal rule response (I) is "You can't give me a middle name.".

action processing internal rule response (J) is "(Because of an accident, his order list was cut.)".

action processing internal rule response (K) is "I don't understand that instruction.".

parser error internal rule response (A) is "I don't understand that line.".

parser error internal rule response (B) is "I realized how much I wanted to.".

parser error internal rule response (C) is "I understand how much you want to.".

parser error internal rule response (D) is "I don't understand this song.".

parser error internal rule response (E) is "I can't see him.".

parser error internal rule response (F) is "- That's not enough.".

parser error internal rule response (G) is "- That's not true. - What?".

parser error internal rule response (H) is "You can't use objects with that verb anymore.".

parser error internal rule response (I) is "You can use multiple things at once.".

parser error internal rule response (J) is "I don't know how to pronounce a word in the dictionary.".

parser error internal rule response (K) is "You can't see ['][pronoun i6 dictionary word]['] (name) at this time.".

parser error internal rule response (L) is "You left something behind that wasn't there.".

parser error internal rule response (M) is "Only a living thing can do that.".

parser error internal rule response (N) is "I don't know that word.".

parser error internal rule response (O) is "That's not something you can play with.".

parser error internal rule response (P) is "I don't know how it ended.".

parser error internal rule response (Q) is "(when the number is 0) There is only (the number of words) that (relative to the number).".

parser error internal rule response (R) is "The name was not important in that context.".

parser error internal rule response (S) is "To repeat commands like 'King, jump', just say 'One more time', not 'King, one more time'.".

parser error internal rule response (T) is "You can't start with a shot.".

parser error internal rule response (U) is "It seems like you want to talk to someone, but I don't know who.".

parser error internal rule response (V) is "You can't talk to [the noun].".

parser error internal rule response (W) is "If you want to talk to someone, try saying hello.".

parser error internal rule response (X) is "Please, please, please.".

parser nothing error internal rule response (A) is "There's nothing we can do.".

parser nothing error internal rule response (B) is " are not available!".

parser nothing error internal rule response (C) is "[the noun] is part of [the noun].".

parser nothing error internal rule response (D) is "[regarding the noun][those] [cannot contain] things.".

parser nothing error internal rule response (E) is "[the noun] is not open.".

parser nothing error internal rule response (F) is "[the noun] is empty.".

darkness name internal rule response (A) is "It's dark out there.".

parser command internal rule response (A) is "I'm sorry, but there's nothing you can do.".

parser command internal rule response (B) is "- Don't worry about it.".

parser command internal rule response (C) is "'Oops' can only correct one word.".

parser command internal rule response (D) is "- You can't say that again.".

parser clarification internal rule response (A) is "Who's that? - Who?".

parser clarification internal rule response (B) is "- You mean...".

parser clarification internal rule response (C) is "I'm sorry, but I can only ask one thing.".

parser clarification internal rule response (D) is "Who wants (name of player) (time)?".

parser clarification internal rule response (E) is "What should I do if (name is not a player name) is used for (analyze command)?".

parser clarification internal rule response (F) is "- These things.".

parser clarification internal rule response (G) is "I'm really sad.".

parser clarification internal rule response (H) is "Did you... did you...".

yes or no question internal rule response (A) is "You answer yes or no.".

print protagonist internal rule response (A) is "- How are you? - Good.".

print protagonist internal rule response (B) is "I'm alone. I'm not alone.".

standard implicit taking rule response (A) is "(English name)".

standard implicit taking rule response (B) is "[the noun] of (first name)".

print obituary headline rule response (A) is "You're dead, you know.".

print obituary headline rule response (B) is "- You won.".

print obituary headline rule response (C) is "The last one.".

immediately undo rule response (A) is "The word interrupt is forbidden in this story.".

immediately undo rule response (B) is "You can't give up what you didn't do.".

immediately undo rule response (C) is "Your translator can't cancel the show.".

immediately undo rule response (D) is "'Down' is not working.".

immediately undo rule response (E) is "The tour's been canceled.".

immediately undo rule response (F) is "We're out of capacity.".

quit the game rule response (A) is "Are you sure you want to stop?".

save the game rule response (A) is "The rescue failed.".

save the game rule response (B) is "I'm really sad.".

restore the game rule response (A) is "The restaurant was a failure.".

restore the game rule response (B) is "I'm really sad.".

restart the game rule response (A) is "You really want to start over?".

restart the game rule response (B) is "She failed.".

verify the story file rule response (A) is "The game file is intact.".

verify the story file rule response (B) is "The file has not been verified and may be corrupted.".

switch the story transcript on rule response (A) is "The transcription is in progress.".

switch the story transcript on rule response (B) is "Start transcribing:".

switch the story transcript on rule response (C) is "The attempt to activate the transcript failed.".

switch the story transcript off rule response (A) is "The transcriber cut him off.".

switch the story transcript off rule response (B) is "This is a report.".

switch the story transcript off rule response (C) is "The attempt to interrupt the transcription failed.".

standard report preferring abbreviated room descriptions rule response (A) is "is now in Superliterature mode, which still offers brief site descriptions (even if you haven't been there).".

standard report preferring unabbreviated room descriptions rule response (A) is "Now he's in a verbal state that gives him long descriptions of places (though he's been there before).".

standard report preferring sometimes abbreviated room descriptions rule response (A) is "It's now in 'shortcut' mode, giving you long descriptions of places you've never been and short descriptions of other places.".

standard report switching score notification on rule response (A) is "The signal is active.".

standard report switching score notification off rule response (A) is "The message has been deleted.".

announce the pronoun meanings rule response (A) is "- I'll see you later. - Okay.".

announce the pronoun meanings rule response (B) is "I mean, I...".

announce the pronoun meanings rule response (C) is "It's over. I'm not going to.".

announce the pronoun meanings rule response (D) is "There's nothing exaggerated about this.".

block vaguely going rule response (A) is "You need to tell us where we're going.".

print the final prompt rule response (A) is "> [run paragraph on]".

print the final question rule response (A) is "You want to do this?".

print the final question rule response (B) is "Did you... did you...".

standard respond to final question rule response (A) is "Answer one of the questions above.".

you-can-also-see rule response (A) is "- Yes, they are.".

you-can-also-see rule response (B) is "Get down on the ground!".

you-can-also-see rule response (C) is "In the field, you.".

you-can-also-see rule response (D) is "I'll miss you too.".

you-can-also-see rule response (E) is "- I know, I know.".

you-can-also-see rule response (F) is "I'm right here.".

use initial appearance in room descriptions rule response (A) is "[the noun]".

describe what's on scenery supporters in room descriptions rule response (A) is "[the noun]".

describe what's on mentioned supporters in room descriptions rule response (A) is "[the noun]".

print empty inventory rule response (A) is "You got nothing.".

print standard inventory rule response (A) is "They wear:".

report other people taking inventory rule response (A) is "He's watching his turn.".

can't take yourself rule response (A) is "You're still in control.".

can't take other people rule response (A) is "I don't think [the noun] was worried.".

To seem is a verb.

can't take component parts rule response (A) is "[regarding the noun] [Those] [seem] a part of Everything.".

can't take people's possessions rule response (A) is "belongs to [the noun].".

can't take items out of play rule response (A) is "[the noun] not available".

can't take what you're inside rule response (A) is "They must go from to .".

can't take what's already taken rule response (A) is "They already did.".

can't take scenery rule response (A) is "They're barely wearing out.".

can only take things rule response (A) is "You cannot use [the noun].".

can't take what's fixed in place rule response (A) is "I'm in his shoes.".

use player's holdall to avoid exceeding carrying capacity rule response (A) is "Place of office transferred to the relevant labour market".

can't exceed carrying capacity rule response (A) is "- You're too far away.".

standard report taking rule response (A) is "- I got it.".

standard report taking rule response (B) is "[the actor] is replaced by [the actor].".

can't remove what's not inside rule response (A) is "But I'm not here.".

can't remove from people rule response (A) is "belongs to [the noun].".

can't drop yourself rule response (A) is "You have no skills.".

can't drop body parts rule response (A) is "You can't give up a piece of yourself.".

can't drop what's already dropped rule response (A) is "I'm already here.".

can't drop what's not held rule response (A) is "You're wrong about [the noun].".

can't drop clothes being worn rule response (A) is "[actor] Description of the order".

can't drop if this exceeds carrying capacity rule response (A) is "There's no room in the bathroom.".

can't drop if this exceeds carrying capacity rule response (B) is "There's no room in the tank.".

standard report dropping rule response (A) is "I fell.".

standard report dropping rule response (B) is "He's got the name.".

can't put something on itself rule response (A) is "You can't set anything up.".

can't put onto what's not a supporter rule response (A) is "It wouldn't matter to put things in [second noun].".

can't put clothes being worn rule response (A) is "[The noun] Passage Specifications".

can't put if this exceeds carrying capacity rule response (A) is "There's no room for a middle name.".

concise report putting rule response (A) is "I'm ready to go.".

standard report putting rule response (A) is "Player Input [the noun] is for [the noun].".

can't insert what's already inserted rule response (A) is "-Nami is here.".

can't insert something into itself rule response (A) is "There's nothing to record.".

can't insert into closed containers rule response (A) is "[the noun] is closed.".

can't insert into what's not a container rule response (A) is "[regarding the second noun][Those] [Can't] contain things.".

can't insert clothes being worn rule response (A) is "[The noun] Passage Specifications".

can't insert if this exceeds carrying capacity rule response (A) is "There's no room for a middle name.".

concise report inserting rule response (A) is "I'm ready to go.".

standard report inserting rule response (A) is "What's her name? -Sarah.".

can't eat unless edible rule response (A) is "But they're not exhausted.".

can't eat clothing without removing it first rule response (A) is "Registered name Description of the order".

can't eat other people's food rule response (A) is "Maybe she doesn't like it.".

standard report eating rule response (A) is "You're not eating badly.".

standard report eating rule response (B) is "[Actor] [Eat] [Actor]".

stand up before going rule response (A) is "The top seat is falling off the button".

can't travel in what's not a vehicle rule response (A) is "First thing you have to do is get out of the car.".

can't travel in what's not a vehicle rule response (B) is "First thing you have to do is get out of the car.".

can't go through undescribed doors rule response (A) is "You can't be in here.".

can't go through closed doors rule response (A) is "First opening [Door gone through] is broken [Command clarification break]".

can't go that way rule response (A) is "You can't be in here.".

can't go that way rule response (B) is "No, the door's not open.".

describe room gone into rule response (A) is "[Actor] Continued ".

To walk is a verb.

describe room gone into rule response (B) is "[Actor] [Walk] through the hallway".

describe room gone into rule response (C) is "I was trying to make sense of it all.".

To come is a verb.

describe room gone into rule response (D) is "[Actor] [Come] from upstairs".

describe room gone into rule response (E) is "[Actor] [Come] from underneath".

To enter is a verb.

describe room gone into rule response (F) is "[Actor] [Enter] through the back door".

describe room gone into rule response (G) is "- I'm not scared.".

To passage is a verb.

describe room gone into rule response (H) is "[Actor] [room gone to] [passage] from the top".

describe room gone into rule response (I) is "Enters the room".

describe room gone into rule response (J) is "[The actor] [Come] in with the door".

To exit is a verb.

describe room gone into rule response (K) is "[The actor] [Exit] by [the noun]".

describe room gone into rule response (L) is "[Actor] Derived from [the noun]".

describe room gone into rule response (M) is "in the recycled vehicle".

describe room gone into rule response (N) is "In repaired vehicles".

describe room gone into rule response (O) is "We keep on pushing and pushing.".

describe room gone into rule response (P) is ", do what happened to".

describe room gone into rule response (Q) is "Put the gun down.".

describe room gone into rule response (R) is ", press on what came out on".

describe room gone into rule response (S) is "And we're going to take it.".

can't enter what's already entered rule response (A) is "But you're already in [the noun].".

can't enter what's already entered rule response (B) is "But you're already in the name.".

can't enter what's not enterable rule response (A) is "They're not something you can hold onto.".

can't enter what's not enterable rule response (B) is "I'm not something you can sit on.".

can't enter what's not enterable rule response (C) is "I'm not something you can lie in.".

can't enter what's not enterable rule response (D) is "I can't bother him.".

can't enter closed containers rule response (A) is "They can't go into the appendix.".

can't enter if this exceeds carrying capacity rule response (A) is "There's no place for a name anymore.".

can't enter if this exceeds carrying capacity rule response (B) is "There's no place in the name anymore.".

can't enter something carried rule response (A) is "There's nothing else for you to do but leave.".

implicitly pass through other barriers rule response (A) is "From the development".

implicitly pass through other barriers rule response (B) is "Leaving the house Verification rule".

implicitly pass through other barriers rule response (C) is "On purpose Reason for order".

implicitly pass through other barriers rule response (D) is "Transmission of the order".

implicitly pass through other barriers rule response (E) is "Target raid Justice in the Command".

standard report entering rule response (A) is "I'll give you the name.".

standard report entering rule response (B) is "You pick a name.".

standard report entering rule response (C) is "I'm not sure. I'm not sure.".

standard report entering rule response (D) is "- He's going in.".

can't exit when not inside anything rule response (A) is "But you're not in time.".

can't exit closed containers rule response (A) is "You can't leave the tent.".

standard report exiting rule response (A) is "You're out of the tank.".

standard report exiting rule response (B) is "They're outside the garbage.".

standard report exiting rule response (C) is "[Actor] Comes out of the tank.".

can't get off things rule response (A) is "But you're not in specific time.".

standard report getting off rule response (A) is "[Actor] Director of (Name of the actress)".

room description heading rule response (A) is "It's dark out there.".

room description heading rule response (B) is "(in the middle)".

room description heading rule response (C) is "(in the middle)".

room description body text rule response (A) is "You can't see in the dark.".

other people looking rule response (A) is "Look around you.".

examine directions rule response (A) is "You don't see anything unexpected in that direction.".

examine containers rule response (A) is "In [the noun]".

examine containers rule response (B) is "[the noun] is empty.".

examine supporters rule response (A) is "[the noun]".

examine devices rule response (A) is "[the noun] is currently on deactivated.".

examine undescribed things rule response (A) is "They don't see anything special about [the noun].".

report other people examining rule response (A) is "Look closely at the name.".

standard looking under rule response (A) is "You won't find anything interesting.".

report other people looking under rule response (A) is "[Actor] [Search] by name.".

can't search unless container or supporter rule response (A) is "You won't find anything interesting.".

can't search closed opaque containers rule response (A) is "You can't look inside because the name is blocked.".

standard search containers rule response (A) is "In [the noun]".

standard search containers rule response (B) is "[the noun] is empty.".

standard search supporters rule response (A) is "[the noun]".

standard search supporters rule response (B) is "Nothing about the name.".

report other people searching rule response (A) is "[Actor] [Search] [Actor]".

block consulting rule response (A) is "You won't find anything interesting in [the noun].".

block consulting rule response (B) is "[Actor] [Look] at the name.".

can't lock without a lock rule response (A) is "As far as the name goes, there seems to be nothing that can be blocked.".

can't lock what's already locked rule response (A) is "They're closed for a while.".

can't lock what's open rule response (A) is "First we have to finish the name.".

can't lock without the correct key rule response (A) is "Unless your middle name is... he doesn't seem to be in the castle.".

To block is a verb.

standard report locking rule response (A) is "You are [Block] [the noun].".

standard report locking rule response (B) is "- I'm not that stupid.".

can't unlock without a lock rule response (A) is "As for the name, nothing seems to be resolved.".

can't unlock what's already unlocked rule response (A) is "I am at a moment in time the end.".

can't unlock without the correct key rule response (A) is "Unless your middle name is... he doesn't seem to be in the castle.".

standard report unlocking rule response (A) is "- I didn't see him.".

standard report unlocking rule response (B) is "I don't know what you mean, man.".

can't switch on unless switchable rule response (A) is "There's nothing you can do to change that.".

can't switch on what's already on rule response (A) is "I'm sure you will.".

standard report switching on rule response (A) is "[Actor] [Start] [the noun] has arrived.".

can't switch off unless switchable rule response (A) is "There's nothing you can do to change that.".

can't switch off what's already off rule response (A) is "They're gone.".

standard report switching off rule response (A) is "I was just trying to get an idea of what was going on.".

can't open unless openable rule response (A) is "[the noun] [Can't] be opened.".

can't open what's locked rule response (A) is "- They seem closed.".

can't open what's already open rule response (A) is "They're open now.".

reveal any newly visible interior rule response (A) is "Open it, find out what's going on.".

standard report opening rule response (A) is "The name of the person who received the application.".

standard report opening rule response (B) is "[Actor] [open] [Actor] name".

standard report opening rule response (C) is "(name of the company)".

can't close unless openable rule response (A) is "As for the name, there's nothing you can do.".

can't close what's already closed rule response (A) is "They're closed now.".

standard report closing rule response (A) is "This is [the noun].".

standard report closing rule response (B) is "[Actor] (First name) (Name of actress)".

standard report closing rule response (C) is "The name of the person who received the application.".

can't wear what's not clothing rule response (A) is "You can't use it.".

can't wear what's not held rule response (A) is "You didn't do it right.".

can't wear what's already worn rule response (A) is "You are very arrogant.".

standard report wearing rule response (A) is "Just write your name.".

To play is a verb.

standard report wearing rule response (B) is "[Actor] [Play] in [the noun].".

can't take off what's not worn rule response (A) is "You don't have a name.".

can't exceed carrying capacity when taking off rule response (A) is "- You're too far away.".

standard report taking off rule response (A) is "(name of the person concerned)".

standard report taking off rule response (B) is "[The actor] (name repeated)".

can't give what you haven't got rule response (A) is "You don't have a name.".

can't give to yourself rule response (A) is "You can't give us a name.".

can't give to a non-person rule response (A) is "[the noun] cannot accept the goods.".

can't give clothes being worn rule response (A) is "(Registered name) (Description of the order)".

block giving rule response (A) is "[the noun] doesn't seem interested.".

can't exceed carrying capacity when giving rule response (A) is "- It's too much.".

standard report giving rule response (A) is "Please provide [the noun].".

standard report giving rule response (B) is "[The actor] says [the noun].".

standard report giving rule response (C) is "[The actor] points to [the noun].".

can't show what you haven't got rule response (A) is "You don't have a name.".

block showing rule response (A) is "[the noun] is not impressive.".

block waking rule response (A) is "- I'm not doing it.".

implicitly remove thrown clothing rule response (A) is "(Registered name) (Description of the order)".

futile to throw things at inanimate objects rule response (A) is "- I'm not doing it.".

block throwing at rule response (A) is "You're not brave enough when it comes to it.".

block attacking rule response (A) is "Violence is not the answer to that question.".

kissing yourself rule response (A) is "They don't have many.".

block kissing rule response (A) is "- Maybe not. - I know.".

block answering rule response (A) is "- There is no answer.".

telling yourself rule response (A) is "- Talk to him.".

block telling rule response (A) is "It won't cause a reaction.".

block asking rule response (A) is "- There is no answer.".

standard report waiting rule response (A) is "We're running out of time.".

standard report waiting rule response (B) is "The actor is waiting.".

report touching yourself rule response (A) is "That's not a problem.".

report touching yourself rule response (B) is "That's very touching.".

report touching other people rule response (A) is "[the noun] [cannot be] that way.".

report touching other people rule response (B) is "[Actor] (Another woman).".

report touching other people rule response (C) is "[Actor] name".

report touching things rule response (A) is "You don't feel anything you don't expect.".

report touching things rule response (B) is "[Actor] name".

can't wave what's not held rule response (A) is "But you won't.".

report waving things rule response (A) is "She is (Name of Movement).".

report waving things rule response (B) is "[Actor] (character name)".

can't pull what's fixed in place rule response (A) is "I'm in his shoes.".

can't pull scenery rule response (A) is "You can't do that.".

can't pull people rule response (A) is "[the noun] [cannot be] that way.".

report pulling rule response (A) is "It's not so clear.".

report pulling rule response (B) is "[The actor] Say his name.".

can't push what's fixed in place rule response (A) is "I'm in his shoes.".

can't push scenery rule response (A) is "You can't do that.".

can't push people rule response (A) is "[the noun] [cannot be] that way.".

report pushing rule response (A) is "It's not so clear.".

report pushing rule response (B) is "[The actor] changes name".

can't turn what's fixed in place rule response (A) is "I'm in his shoes.".

can't turn scenery rule response (A) is "You can't do that.".

can't turn people rule response (A) is "[the noun] [cannot be] that way.".

report turning rule response (A) is "It's not so clear.".

report turning rule response (B) is "I was just trying to get an idea of what was going on.".

can't push unpushable things rule response (A) is "[the noun] may not be transferred from one place to another.".

can't push to non-directions rule response (A) is "You're the guide.".

can't push vertically rule response (A) is "[the noun] may not be increased or decreased.".

can't push from within rule response (A) is "[the noun] cannot be moved.".

block pushing in directions rule response (A) is "[the noun] may not be transferred from one place to another.".

innuendo about squeezing people rule response (A) is "[the noun] [cannot be] that way.".

report squeezing rule response (A) is "That's not a problem.".

report squeezing rule response (B) is "[Actor] [the noun] I was just...".

block saying yes rule response (A) is "It was a rhetorical question.".

block saying no rule response (A) is "It was a rhetorical question.".

block burning rule response (A) is "This dangerous act would have little effect.".

block waking up rule response (A) is "The terrible truth is that it's not a dream.".

block thinking rule response (A) is "That's a good idea.".

report smelling rule response (A) is "You don't feel anything you don't expect.".

report smelling rule response (B) is "I'm an actor, you know.".

report listening rule response (A) is "You won't feel anything unexpected.".

report listening rule response (B) is "[Actor] [Listen] to music".

report tasting rule response (A) is "There's nothing unexpected about it.".

report tasting rule response (B) is "[Actor] Mars [the noun]".

block cutting rule response (A) is "There's not much you can do if you cut them.".

report jumping rule response (A) is "They'll jump.".

report jumping rule response (B) is "- To the bottom line.".

block tying rule response (A) is "- That's not possible.".

block drinking rule response (A) is "There's nothing good to drink here.".

block saying sorry rule response (A) is "No, I'm sorry, I was just...".

block swinging rule response (A) is "There's nothing useful to do here.".

can't rub another person rule response (A) is "[the noun] [cannot be] that way.".

report rubbing rule response (A) is "It's [the noun].".

report rubbing rule response (B) is "- I'm not that stupid.".

block setting it to rule response (A) is "No, there's nothing you can do.".

report waving hands rule response (A) is "They're moving.".

report waving hands rule response (B) is "The actor:".

block buying rule response (A) is "There's nothing to sell.".

block climbing rule response (A) is "There's not much you can do.".

standard pausing the game rule response (A) is "[paragraph break]Please press the signal to continue.".

can't use undesignated groups rule response (A) is "I'm sorry, but you can't do it all at once.".

Notes

[1]. which then goes on to print "that seems to be part of your armor".

[2]. This somewhat stilted syntax is the only way we can force Inform to create "the helmet lamp" and (later on) "a helmet" as separate things. By default, Inform would assume that "helmet" is merely a shorthand form of "helmet lamp" and treat them as one object -- causing errors, because they aren't, of course.

[3]. This, along with the spaces that appear in some of the status line tables, ensures that information on the right-hand side of the status bar is properly right-justified.

[4]. Some might argue that I should have written the game in TADS instead, since I'm "borrowing" so many concepts from over there, and I am inclined to agree -- but by the time I realizeed that, in early May, I was already mired up to my neck in Inform code, and didn't dare attempt a port.

[5]. blatantly ignoring the potential issue of barotrauma, but whatever

[6]. In December 2021, the chances of the warp drive becoming a real thing seem to have gone up significantly (see: https://scifi.radio/2021/12/07/darpa-researchers-create-first-genuine-warp-bubble-by-accident/), but I'm not changing this now.