"Low-Key Learny Jokey Journey" by Some Pseudo-Dumb Dude, Oh! volume basics the story description is "Am (Oh!) Sham-Show". the story headline is "Prime Pro-Rhyme Row entry 3". release along with cover art. release along with a website. release along with the "Parchment" interpreter. include Trivial Niceties by Andrew Schultz. include Bold Final Question Rows by Andrew Schultz. include Prime Pro Rhyme Row Common by Andrew Schultz. include Prime Pro Rhyme Row E34 by Andrew Schultz. include Low Key Learny Jokey Journey Definitions by Andrew Schultz. include Low Key Learny Jokey Journey Globals by Andrew Schultz. include Low Key Learny Jokey Journey Tables by Andrew Schultz. include Low Key Learny Jokey Journey Mistakes by Andrew Schultz. include Old School Verb Total Carnage by Andrew Schultz. a thing is usually not boring. a thing can be himher. a thing is usually not himher. section beta testing - not for release include Low Key Learny Jokey Journey Beta Testing by Andrew Schultz. section test module(s) - not for release [include Low Key Learny Jokey Journey Tests by Andrew Schultz.] section regions Stoppin' Start is a region. Hoppin' Heart is a region. Poppin' Part is a region. section instead rules instead of doing something with a boring thing: if action is procedural, continue the action; if noun is delight dilute, say "Hmm. This is tricky. Doing anything physical with [the dilute] wouldn't work, but thinking about it just the right way might." instead; say "You don't need to interact with [the noun] directly."; volume cluing rule for supplying a missing noun when lling (this is the get readings from room rule): say "You scan the area[one of]. This will suffice most of the time, though you may wish to [b]LL[r] a thing that doesn't jibe with its rhymes[or][stopping]."; if player is in roaring rocks: say "Hmm. There's a reading. It must relate 'Storing Stocks' to the erstwhile boring box[if mad monk is in location of player]--[b]LL MONK[r] directly if you want to[end if]."; if from-number of location of player is -1, say "Nothing comes up. The general area here doesn't need changing." instead; if from-number of location of player is -3, say "Nothing comes up. The general area here has been changed enough." instead; show-readings (from-number of location of player) and (to-number of location of player); if boring-box-check is false and player has leet learner and player is in roaring rocks: say "[line break]The [learner] is giving a funny readout. You could maybe climb [b]UP[r] to the old rocks and get another reading."; now boring-box-check is true; reject the player's command; to say floatfrac of (x - a number) and (y - a number): if remainder after dividing x by y is 0: say "[x / y].00"; continue the action; if x < 0: say "-"; now x is 0 - x; let temp be (x * 100) / y; say "[temp / 100]"; say ".[run paragraph on]"; let decimal be the remainder after dividing ((x * 100) / y) by 100; if decimal < 10, say "0"; say "[decimal]"; check lling: if noun is leet learner or noun is ha half nah naff button, say "The [leet learner] can't scan itself." instead; if noun is lurking lump, say "The [lurking lump] is a hint item, so you can't really scan it." instead; if noun is the player, say "Nothing. You're the changer, not the changee." instead; if noun is lazy loud crazy crowd, say "They're sort of there, and while they need to be interacted with, you may wish to focus on the whole area, instead." instead; if noun is rho rune and player is not in NoNoon, say "The [learner] makes a weird noise. The [rune] seems to grow duller. Perhaps this is not where [the rune] is at full power." instead; if from-number of noun is -2, say "Nothing comes up. You don't need to change [the noun]." instead; if from-number of noun is -4, say "Nothing comes up. You've changed [the noun] as much as you needed to." instead; if to-number of noun is 0: show-readings (from-number of noun) and (to-number of location of player); else: show-readings (from-number of noun) and (to-number of noun); the rule succeeds; to show-readings (nfrom - a number) and (nto - a number): if nfrom is 0: say "Nothing comes up."; continue the action; let optionals be false; if nto < 0: if nto > -5: say "UH OH! This should have been caught before."; continue the action; now nto is 0 - nto; now optionals is true; let name-length be nfrom / 5000; let puz-length be nto / 5000; let name-1 be the remainder after dividing (nfrom / 100) by 50; [hundreds digit = first word # of letters] let puz-1 be the remainder after dividing (nto / 100) by 50; let name-2 be the remainder after dividing nfrom by 100; [ones digit = second word # of letters] let puz-2 be the remainder after dividing nto by 100; [ say "[name-length] [puz-length] [name-1] [name-2] [puz-1] [puz-2].";] let numerator be (name-length * puz-1) - (puz-length * name-1); let denominator be (name-length * puz-length); say "The [learner]'s display lights up and scrolls through LCD numbers which settle on the pair ([floatfrac of numerator and denominator], "; now numerator is (name-length * puz-2) - (puz-length * name-2); now denominator is (name-length * puz-length); say "[floatfrac of numerator and denominator].)"; if optionals is true, say "[line break]However, it's really dim, as if you don't need to do or think whatever there is to do or think."; section unscannables from-number of ha half nah naff button is -2. from-number of leet learner is -2. from-number of lurking lump is -2. from-number of train tree is -2. from-number of yourself is -2. volume rooms (intro) book bane be sane see Bane Be Sane See is a room. it is in Stoppin' Start. printed name is "Bane Be Sane, See?". "The train tree that brought you here has gotten outrageously large. It can be entered three ways. You just need to [b]READ[r] it.[paragraph break][if sco-plain-plea is true]Now you gave a plain plea, you feel more comfortable here and fully ready to move on[else]It's a bit noisy here, but maybe if you said things right, you could feel a bit more comfortable. It's probably not critical, though[end if]." guess-table of Bane Be Sane See is table of Bane Be Sane See guesses. from-number of bane be sane see is -1. to-number of bane be sane see is -1. the player is in Bane Be Sane See. description of player is "Some searchin['], umm, urchin." chapter train tree the train tree is climbable scenery in Bane Be Sane See. "[b]MAIN ME[r] is carved into the train tree in big letters. It has three identical entries, none more right than the other. You may wish to [b]READ[r] what's below them." check entering train tree: say "You can [b]READ[r] the tree to see which of three ways to enter. There is no right or wrong way." instead; check opening train tree: say "The tree's three passages are already open to you." instead; understand "jane/g" and "jane g/gee" and "dane d/dee" and "dane/wayne/jane" as train tree when player is in Bane Be Sane See book Roaring Rocks Roaring Rocks is a room in Stoppin' Start. "This is a dead end. The only passage out is north. [if sco-boring-box is false]The roaring is too loud right now, though. You feel as if you'd be chased down if you ran away. And yet you feel the rocks would offer a gift, if you asked right[else]Things are quieter now. You doubt the rocks/stocks hold any more great secrets[end if].". printed name of Roaring Rocks is "[if sco-boring-box is true]Storing Stocks[else]Roaring Rocks[end if]" from-number of roaring rocks is 5706. to-number of roaring rocks is 5603. [ the name is roaring rocks, but it becomes storing stocks before you find the learner. ] guess-table of Roaring Rocks is table of Roaring Rocks guesses. understand "storing/stocks" and "storing stocks" as roaring rocks when sco-boring-box is true. to say back-n-farm: if NNSS is visited, say "back to "; check going north in Roaring Rocks: if sco-boring-box is false, say "The roaring seems to pull you back. You have something to do, to quiet it and maybe help yourself." instead; if boring box is not moot: set the pronoun it to boring box; say "You figure you should open the boring box before moving on." instead; if mad monk is off-stage: say "As you go on your way, who should block your way but a fervent Mad Monk? They can't be too tough, this early in the game, especially since their name's seven letters."; move mad monk to roaring rocks; the rule fails; if mad monk is in Roaring Rocks, say "The mad monk is blocking you right now." instead; check going up in roaring rocks when player has leet learner: if learner-up-rocks is 0: say "Climbing up a bit, scanning the roaring rocks gets you a readout of (-1.00, -2.00.)"; increment learner-up-rocks; the rule succeeds; let my-from be 5504; let my-to be 21709; say "Climbing up a bit, you see the tubes that led from where you started. Readings! Yay! You note "; if learner-up-rocks is 1 or learner-up-rocks is 2: say "your choice [entry name-choice-index in firstpoint-list]"; now my-to is entry name-choice-index in froms-list; else: say "each of the four paths for [b]DANE D, JANE G, LANE LEE,[r] and [b]WAYNE WHEE[r]"; say ". You scan a bit where "; if learner-up-rocks is 1 or learner-up-rocks is 3: say "[b]TRAIN TREE[r]"; else: say "[b]BANE BE SANE, SEE[r]"; now my-from is 10805; say " is mentioned beneath each tube. The leet learner pulses!"; show-readings my-from and my-to; increment learner-up-rocks; if learner-up-rocks is 5, now learner-up-rocks is 0; the rule succeeds; chapter boring box the boring box is a thing. description is "Yup. It's pretty boring, which is nice in a way, because without 'interesting' locks, you can [b]OPEN[r] it with no problem.". to-number of boring box is -4. check opening boring box: say "You open the boring box, and you see a metal gadget that doesn't look very interesting at first. It's labeled as a Leet Learner, and you also note large print saying [b]DOES NOT GIVE OUTRIGHT SOLUTIONS--THAT'S ANOTHER ITEM[r].[paragraph break]There's also smaller print you can probably [b]READ[r] for instructions. As you grab the Leet Learner, the boring box disintegrates, leaving you quite interested how that happened."; say "[line break][i][bracket][b]NOTE:[r][i] for those who played [b][vvff][i], this is a different device from the one you got back then. It has many of the same options, but the clue readout is different.[close bracket][line break]"; moot boring box; set the pronoun it to leet learner; now player has leet learner instead; volume rooms (mid) book No Nudge Slow Sludge NNSS is north of Roaring Rocks. it is in Hoppin' Heart. printed name is "No-Nudge Slow Sludge". "[if sco-grow-grudge is false]Some [sludge] bubbles almost all around, blocking passage all ways back south[else]Paths have been cut through the [sludge] to the west, north and east, which has stopped bubbling[end if][if sturdy stalk is in NNSS]. The sturdy stalk leads back up to High Hub, as well[end if][one of].[paragraph break]You hear cursing from far above. 'Threat one.' It's [the sprite]. 'That mad monk could've taught you something! No, really! But you're just concerned about scoring points and winning arguments and such. Goodness knows, I'm above that sort of thing.'[or].[stopping]" from-number of nnss is 10611. to-number of nnss is 5406. guess-table of NNSS is table of no nudge slow sludge guesses. check going in nnss: if sco-grow-grudge is false and noun is not south: say "The [sludge] slows you up, which frustrates you. Maybe if it could annoy you the right way..." instead; after printing the locale description when player is in NNSS and high hub is visited: say "It might be fun to hang around down here and mooch for good guesses, if that's your gig. But you think back to the locking lift and where [if lift-score > 0]else [end if]it could go, if you rack your brain."; continue the action; chapter no nudge slow sludge (scenery) there is thing called no nudge slow sludge. It is scenery. It is in NNSS. printed name is "no-nudge slow sludge". "[if sco-grow-grudge is false]It sure is icky! Just looking at it makes you too mad, too fast. You need the right way to be[else]It's icky, but since it's out of the way, you're no longer[end if] disgusted by [the sludge]." from-number of slow sludge is 5406. after printing the locale description for NNSS when NNSS is unvisited: if guide-gong-warn is false: say "[i][bracket][b]NOTE:[r] [i]you don't need to go back to Roaring Rocks/Storing Stocks again. If you wish to track this sort of thing, [b]GUIDE GONG[r][i] will shut you out of completed areas, [b]STRIDE STRONG[r][i] will remove these restrictions, and [b]PRIDE PRONG[r][i] is like the gong, except it will give you a poke to visit rooms where you can still get a bonus point.[close bracket][r][line break]"; now guide-gong-warn is true; continue the action; chapter sturdy stalk the sturdy stalk is a rhymable. it is scenery. "You can climb back up it. Apparently, it's artificial, and its creator inscribed their name: Ferdie Falk.". from-number of sturdy stalk is 5605. to-number of sturdy stalk is -5504. guess-table of sturdy stalk is the table of sturdy stalk guesses. book Hun Harm Fun Farm Hun Harm Fun Farm is west of NNSS. it is in Hoppin' Heart. "The way bends north here[if sco-un-arm is false]. You hear the clash of weapons that way, though, so it feels unsafe. Maybe you can cut a way through with a surprisingly simple idea[end if]. There's also passage back east." from-number of hun harm fun farm is 10608. to-number of hun harm fun farm is 5203. check going north in hun harm fun farm when sco-un-arm is false: say "Unfortunately, you hear aggressive voices threatening to attack you. They have weapons, and you don't. You're not sure how to change this." instead; guess-table of Hun Harm Fun Farm is table of hun harm fun farm guesses. chapter Mad Monk the Mad Monk is a himher rhymable. "A mad monk raves here, blocking your way north. They don't look like much--they probably didn't make the cut for tormenting Lode Runners. They might be good for rope-a-doping to [if player has lurking lump]enhance the lurking lump[else]get that stronger help item you read about on the [learner][end if].". description is "Plainly dressed. They seem to have an intense attitude you could cut down, and they'd probably leave you alone." guess-table of mad monk is the table of mad monk guesses. from-number of mad monk is 5304. to-number of mad monk is 5304. book No Noon NoNoon is a room in Hoppin' Heart. it is north of Hun Harm Fun Farm. printed name of NoNoon is "[if cocoon is moot]Ho, HEWN[else]No Noon[end if]". "[noon-room].". understand "ho/hewn" and "ho hewn" as NoNoon when cocoon is moot. to say noon-room: if sco-mo-moon is false: say "The sky is completely dark here. Even a sliver of light would be helpful. You can barely see the way back south"; else if sco-so-soon is false: say "The moon provides some light, at least, but there should be more"; else if sco-crow-croon is false: say "Daybreak must be coming soon! You just need a sign from nature, but -- not the usual one for sunrise"; else: say "It's quite bright here now! The rocky terrain surrounding this valley is carved with all sorts of mysterious glyphs beyond your comprehension. Peace is restored, so all that's left to do is go back south"; continue the action; if sco-mo-moon is true, say ". Now there's a bit more light, you see there aren't any hidden passages, and back south really is the only way out." understand "no/noon" and "no noon" as NoNoon. guess-table of nonoon is the table of nonoon guesses. from-number of nonoon is 5204. to-number of nonoon is 5204. understand "no/noon" and "no noon" as NoNoon. understand "show/shewn" and "show shewn" as NoNoon when cocoon is moot. after printing the locale description when location of player is NoNoon: if sco-go-goon is false: say "You feel the presence of something bad here[if sco-reap-rune is false], and worse, you feel helpless to fight it, for now. But perhaps trying incantations and such will help you out for later[end if]."; continue the action; chapter cocoon the cocoon is a boring thing. "The cocoon you summoned still lies here.". description is "It's lying here, ready to open, if enough time passes." from-number of cocoon is 5204. book One Warm Stun Storm there is a room called One Warm Stun Storm in Hoppin' Heart. It is north of NNSS. "[if sco-fun-form is true]It's calm here now. You can go north and south[else]A storm is raging ahead to the north, though it's all very calm to the south[end if]. [if sco-done-dorm is false]And you don't even have a prospect of shelter. Yet[else if sco-fun-form is false]At least the done dorm you summoned could give shelter[else]You also note the done dorm that helped you stay out the storm[end if].". printed name is "One Warm Stun-Storm". from-number of one warm stun storm is 10709. to-number of one warm stun storm is 5404. check going north in One Warm Stun Storm: if sco-fun-form is false, say "You feel your will sapped as you attempt to go north. You'll need to sit out the storm first." instead; guess-table of One Warm Stun Storm is table of one warm stun storm guesses. chapter done dorm the done dorm is scenery. "[if sco-fun-form is true]You have good memories of your stay in the done dorm, but that part of your adventure's over now.[else]It looks like such a nice place to spend time. You wonder if you are exciting or interesting enough to. How would you apply for residence correctly?[end if]" from-number of done dorm is 5404. [to-number folds into OWSS once done dorm appears] check entering done dorm: say "[if sco-fun-form is false]You must apply correctly to enter[else]You already spent enough time there[end if]." instead; book Tree Trunk carry out going to TTTT when TTTT is unvisited: say "You were a bit too pleased you got away from the storm, and you couldn't help looking back to make sure it was over. And as you did, you ran into a rather large tree trunk, with a THUNK. Well, maybe with the way things are here, it was meant to happen."; TTTT is north of One Warm Stun Storm. printed name is "The (Thunk!) Tree Trunk". it is in Hoppin' Heart. "Passage any way except back south is too dense here. The tree trunk you ran into still stands here, [if sco-see-sunk is false]and you wish you could cut it down to size as revenge for running into it[else if sco-gee-junk is false]and now you cut it down to size, there's got to be something in it, if you just look right[else if sco-pear-peach is true]and maybe you can figure what [fruit] to get[else]completely looted[end if]." from-number of TTTT is 10710. to-number of TTTT is 5304. guess-table of TTTT is table of Thunk Tree Trunk guesses. chapter Tree Trunk the Thunk Tree Trunk is climbable scenery in TTTT. "[if sco-gee-junk is true]Nothing besides the [FRUIT] is in the tree trunk[else if sco-see-sunk is true]You get the feeling something semi-valuable could be in the tree trunk, if you just asked right[else]The tree trunk is tough to climb, but it's wide. Perhaps you could make it a little less intimidating[end if].". printed name of Thunk Tree Trunk is "(thunk) tree trunk". from-number of Thunk Tree Trunk is 10710. chapter Free Fruit Free Fruit is a rhymable. it is scenery. "It's covered in odd hybrid fruits but offers no clue as to which is best for you.". printed name is "[b]FREE FRUIT[r]". check taking free fruit: say "Best to figure out what's in it, or what it can produce." instead; guess-table of free fruit is the table of free fruit guesses. from-number of free fruit is 5405. to-number of free fruit is 5404. chapter pear peach the pear peach is a thing. description is "It looks like a cross between a pear and a peach, with two bumps where the circumference gets larger instead of one, and the sort of orangish coloring in some spots and the light greenish pear coloring in others.". understand "fruit" as pear peach when player has pear peach. from-number of pear peach is 5405. to-number of pear peach is 5405. book Trust Track Trust Track is east of NNSS. it is in Hoppin' Heart. "You're in a sort of earthy canyon, [if sco-crust-crack is true]though you created a passage north to complement the one west[else if sco-bussed-back is true]and with Just Jack no longer here to discourage you, you're wondering if you can create another passage[else]with the only apparent way out being back west[end if]." guess-table of trust track is table of trust track guesses. from-number of trust track is 5505. to-number of trust track is 5604. chapter Just Jack Just Jack is a thing in Trust Track. "[one of]'Hi! I'm Just Jack. you can totally trust me that there are no other passages here. In fact, I'd be offended if you looked for them while I was still here. Not that you're getting rid of me.'[or]Just Jack waits here, making sure you trust his 'advice' enough not to look for any other passages.[stopping]". from-number of just jack is 5404. description of Just Jack is "He is just sitting around here with no better place to be. Or no less awful place. He's not going to go anywhere on his own, that's for sure.". chapter Sus Sack the sus sack is a rhymable. description is "What could be in the sus sack? It feels both light and heavy at the same time, both practical and impractical. You see no normal way to open it." guess-table of sus sack is table of sus sack guesses. from-number of sus sack is 5304. to-number of sus sack is 5406. check opening sus sack: say "This far into [this-game], you suspect you have to figure what's in the sack to get it to open right." instead; book Rare Reach Rare Reach is in Hoppin' Heart. printed name of Rare Reach is "[if sco-bare-beach is true]Bare Beach[else]Rare Reach[end if]". "[if sco-bare-beach is true]This is an isthmus[else]Desolation all around[end if][if dune is in rare reach]. That dune might hold something, though[end if]. You can only go back south.". Trust Track is mapped south of Rare Reach. nowhere is mapped north of Trust Track. understand "bare beach" and "bare/beach" as rare reach when sco-bare-beach is true. guess-table of rare reach is the table of rare reach guesses. from-number of rare reach is 5405. to-number of rare reach is 5405. after going to Rare Reach when sco-seep-soon is true and flag-reap-rune is false: now flag-reap-rune is true; say "The deep dune seems to have shifted a bit. Maybe you can find something in the middle of it."; continue the action; chapter deep dune the deep dune is a climbable rhymable. it is scenery. "[if rho rune is off-stage]Man! It's so big, you figure something must be hidden in it[else]The deep dune gave you the Rho Rune, and you can't think of anything else to look for[end if].". guess-table of deep dune is table of deep dune guesses. from-number of deep dune is 5404. to-number of deep dune is 5404. chapter Rho Rune the Rho Rune is a rhymable. description is "It's shaped like the Greek letter Rho. So I guess it has both ancient mystique and modern power, or something." guess-table of Rho Rune is table of nonoon guesses. from-number of rho rune is 5304. book Jotty Jail Jotty Jail is a room in Hoppin' Heart. "Well, the walls are scribbled-over here. The way out is blocked by a large snotty snail. It looks pretty well-kept-up here, so it's tricky to get out, unless you know what to look for. [jotty-bonus]." from-number of jotty jail is 5504. to-number of jotty jail is 5604. guess-table of jotty jail is the table of jotty jail guesses. to say jotty-bonus: if jail-bonus is 2: say "You've probably found enough odd stuff"; else if jail-bonus is 1: say "Maybe there's something else neat, but maybe you can discover something else"; else: say "You bet there's some stuff to find that doesn't help you, but it might be good for practice"; to decide what number is jail-bonus: decide on boolval of sco-potty-pail + boolval of sco-grotty-grail; chapter snotty snail the snotty snail is climbable scenery in Jotty Jail. "There's no way past it. It pretty much blocks the exit. But it doesn't seem to be paying any attention to you at all." volume rooms (end) book the hub understand "high hub" as lifttaking when high hub is visited. lifttaking is an action applying to nothing. carry out lifttaking: if player is in high hub, say "You're already here!" instead; abide by the stuck-right-now rule; say "You [if locking lift is not fungible]walk back and [end if]take the locking lift back to High Hub."; take-lift High Hub; part High Hub High Hub is a room in Poppin' Part. "A locking lift offers transport, but to where? Well, you have to ask it. [if sco-bye-bub is true]You can, if you want, go back [b]DOWN[r] to[else]At first glance, you seem stuck here with the lift, which may or may not be too cryptic. Or are you? Perhaps there's a way to go back down and[end if] make more good guesses and scrounge for more clues[if delight dilute is in high hub].[paragraph break]Oh yes, that can of Delight-Dilute is still leaking slowly here. You don't need to take care of it[end if]." guess-table of High Hub is the table of High Hub guesses. from-number of high hub is 5403. to-number of high hub is -5303. chapter locking lift The locking lift is a climbable rhymable in High Hub. It is scenery. "The locking lift seems to have a list of places it can go, or emotions you can express to see a new place. The unvisited ones are blurred out, of course. You can [b]READ[r] your progress so far." [?? if you got MOCKING MIFFED first, then you are in luck] check going inside when locking lift is in location of player: try entering lift instead; check entering locking lift: if player is in high hub, say "You need to decide where to go in the lift." instead; say "You take the lift back to High Hub..."; take-lift high hub; the rule succeeds; guess-table of locking lift is the table of locking lift guesses. from-number of locking lift is 5704. to-number of locking lift is 28724. chapter delight dilute the can of DELIGHT DILUTE is a boring rhymable. description is "Just staring at it makes you feel you need to trivialize what you've done so far, but you can't explain why. There's a way around it, you're sure, and you could also just move on, but all the same, sometimes you can't help but pick one last useless fight to feel like you really nailed things down.". "That [dilute] [one of][or]still [stopping]lies here, sort of ruining your day, but not really.". printed name is "can of [b]DELIGHT DILUTE[r]". guess-table of DELIGHT DILUTE is table of light lute guesses. from-number of delight dilute is 5706. to-number of delight dilute is -5707. bore-text of delight dilute is "You'll need something slightly esoteric to get rid of it.". book spoke 0 / Shocking Shift part Sore Souls Gore Goals Sore Souls Gore Goals is a liftroom in Poppin' Part. "[if sco-shore-shoals is false]It's very desolate here. No life or community of animals could last for long. Perhaps any spark of nature could change things[else]The shore shoals are a more comforting place to be than before. You've [shoal-so-far][end if]. You sense you would [if sco-shore-shoals is true]fade into the nothingness[else]violate something sacred[end if] if you explored further.". printed name is "[if sco-shore-shoals is false]Sore Souls['] Gore Goals[else]Shore Shoals[end if]". understand "shore/shoals" and "shore shoals" as Gore Goals when sco-shore-shoals is true. spokeval of Sore Souls is 0. from-number of sore souls gore goals is 10810. to-number of sore souls gore goals is 5506. to say shoal-so-far: let shoal-total be shoal-extra-animals + shoal-core-score; if shoal-total is 0: say "got work to do to repopulate it, though"; continue the action; if shoal-core-score is 0: say "managed to find some exotic animals, but this place needs more regular ones"; continue the action; say "[if shoal-core-score is 2]repopulated things nicely[else]got some animals back here, but the land needs more[end if]. "; say "[if shoal-extra-animals is 0]There's also space for some exotics[else if shoal-extra-animals is 1]You could find more exotics, too, if you wanted[else]You've even found extra odd animals for variety[end if]" guess-table of sore souls gore goals is the table of sore souls gore goals guesses. section needed points section LLPs section night newt the night newt is scenery. description is "It blends in well, so you can't see it. But you know it's there.". from-number of night newt is -4. section kite coot the kite coot is scenery. description is "It's an odd bird, for sure. You should leave it to do its own thing, now you summoned it.". from-number of kite coot is -4. chapter red rose a red rose is a multrhymable. description is "It's a simple red rose. Just looking at it leaves you feeling protected and inspired." from-number of red rose is 5304. to-number of red rose is 21717. to decide what number is rose-petals-remaining: decide on 4 - (boolval of sco-said-sos + boolval of sco-fed-foes + boolval of sco-thread-throws); report examining red rose: say "You notice the red rose has [rose-petals-remaining in words] particularly bright petal[plur of rose-petals-remaining][if rose-petals-remaining < 3] still remaining[end if]."; continue the action; guess-table of red rose is the table of red rose guesses. book spoke 1 / rocking rift part no new show shoe There is a liftroom called No New Show Shoe in Poppin' Part. "This isn't actually a shoe, of course. It's an area for performances, shaped like a horseshoe. But of course the shape doesn't matter. The locking lift is here, too[if shoe-concessions is 2 and sco-throw-through is false], and trust me on this--if you re-enter it, time will freeze here, so nobody's left hanging[end if].[paragraph break][shoe-desc].". printed name of No New Show Shoe is "[if sco-yo-you is false]No-New-Show Shoe[else]Whoah-Woo-Show Shoe[end if]". spokeval of Show Shoe is 1. guess-table of Show Shoe is table of no new show shoe guesses. from-number of no new show shoe is 10607. to-number of no new show shoe is 10808. [ start with flow flue/glow glue ] understand "whoah/woo show/shoe" and "whoah/woo show shoe" and "whoah/woo" and "whoah woo show/shoe" and "whoah woo show shoe" as show shoe when sco-crow-crew is true. to say shoe-desc: if sco-throw-through is true: say "The crowd has gone. There's not much left to do here[if sco-go-goo is false], but you sense you could conjure up some oddly-named supplies for the next performance[end if]"; continue the action; if shoe-storage is 0: say "However, the infrastructure for a big performance simply isn't here yet"; continue the action; else if shoe-storage is 1: say "You've got some supplies for crowd accomodations (the [if sco-flow-flue is true]flow flue[else]glow glue[end if],) but you need more to build infrastructure"; continue the action; say "You've built infrastructure to store consumables with the flow flue and glow glue"; if shoe-concessions is 0: say ". Unfortunately, the infrastructure contains no concessions a crowd would appreciate"; continue the action; else if shoe-concessions is 1: say ". There's still room for [if sco-bro-brew is true]food[else]drink[end if]"; continue the action; else: say ". The brew and stew there should sustain the crowd nicely"; after printing the locale description when player is in Show Shoe and sco-throw-through is false (this is the show shoe extra 1 rule): if sco-crow-crew is false, say "There are no performers yet[if lazy loud crazy crowd is off-stage], either[end if]. What could the group's name be?"; if sco-go-goo is true and sco-throw-through is false, say "[if sco-crow-crew is false][line break][end if]There's also a pile of 'nutritious' 'energetic' Go Goo that event-goers will snap up."; continue the action; chapter lazy loud crazy crowd the lazy loud crazy crowd is a thing. "A lazy loud crazy crowd waits here for entertainment. [if sco-ho-who is false]They're looking for you to hype them up[else if sco-yo-you is false]They're almost in a frenzy[else]They're ready for the big show[end if]!". description is "[if sco-ho-who is false]The lazy loud crazy crowd that's built up is ready to be asked if they are ready to make some noise and get this party started. Except, well, a lot more succinctly.[else if sco-yo-you is false]The lazy loud crazy crowd, having expressed their willingness to raise the roof figuratively, seeks reassurance.[else]The lazy loud crazy crowd is hyped for the main performance!" to-number of lazy loud crazy crowd is -2. chapter Crow Crew the Crow Crew is a thing. "The Crow Crew waits in the, um, wings to be properly introduced.". description is "They are high-fiving and discussing their dopest moves for whatever performance they're aiming to give." from-number of crow crew is 5404. to-number of crow crew is 5507. chapter light lute the light lute is a multrhymable. description is "You have no clue how to play it, but it feels pretty magical."; guess-table of light lute is the table of light lute guesses. from-number of light lute is 5504. to-number of light lute is 11109. section in-depth lute descriptions report examining light lute: if lute-strings is 0: say "The lute used to have some gold and silver strings, but they're replaced by regular ones now."; continue the action; say "The lute [if lute-strings < 4]still [end if]has [if gold-lute-strings > 0][gold-lute-strings in words] gold string[plur of gold-lute-strings][end if][if gold-lute-strings > 0 and silver-lute-strings > 0] and [end if][if silver-lute-strings > 0][silver-lute-strings in words] silver string[plur of silver-lute-strings][end if]."; continue the action; book spoke 2 / Gawking Gift part Rum Route Bum Bout Rum Route is a liftroom in Poppin' Part. "[if sco-dumb-doubt is false]You seem assailed by ... well, not quite voices, here, but ideas from whoever-it-is that you deserve to be stuck here. The arguments seem brilliant and ironclad[else if sco-said-sos is false]You've pushed back and instilled doubt, but now you need to brag a bit[else if sco-umm-out is false]You feel like you can win the fight against frustration and helplessness with a snappy reply. The sort that might paralyze you[else]You see the way down now you've dispelled your own doubts. You hope you're ready to face it[sstt][end if]. Thankfully, the lift here can take you back to the High Hub.". spokeval of Rum Route is 2. printed name of Rum Route is "[if sco-umm-out is false]Bum-[']Bout Rum Route[else]Numb? NOWT![end if]". understand "numb/nowt" and "numb nowt" as Rum Route when sco-umm-out is true. to say sstt: if slay slope is visited, say " this time" guess-table of Bum Bout Rum Route is the table of bum bout rum route guesses. from-number of bum bout rum route is 10609. to-number of bum bout rum route is 5405. part Nay Nope Slay Slope Nay Nope Slay Slope is a liftroom in Poppin' Part. printed name is "[if sco-hey-hope is false]Nay-Nope-Slay Slope[else]Eh-[']Ope Day, Dope![end if]". "Thoughts of being against negativity swirl around here. Why, if you don't have positivity, you've had it! [if sco-hey-hope is false]They seem directed at you, as if to say you're the least positive person ever[else if sco-k-cope is false]Yet you see they can't totally be true, and you've boosted yourself a bit, and maybe you can boost yourself a bit more[else]But you see through them now. You can move on. There is passage down[end if].". spokeval of Slay Slope is 2. Rum Route is mapped above Slay Slope. nowhere is mapped below Rum Route. guess-table of nay nope slay slope is the table of nay nope slay slope guesses. from-number of nay nope slay slope is 10709. to-number of nay nope slay slope is 5304. book spoke 3 / Grokking Grift part Slight Sleaze Slight Sleaze is a liftroom in Poppin' Part. "[if sco-bright-breeze is false]You feel a fright-freeze preventing you from going south. A change in the weather would be nice[else if sco-plight-please is false]The fright-freeze is still around, but it's at least being blown about. However, self-serving pity stories whispered in your ear make you wonder if you really deserve to move on while they're clearly stuck here[else if sco-right-root is false]It feels nicer here, but this place could use scenery, something that may need to come from elsewhere[else]The trite trees make things feel nicer here, having replaced the fright-freeze that was here, and they surround you every way except to the south[end if].[paragraph break]Of course, you can always enter the locking lift to return to the High Hub.". printed name is "[if sco-right-root is false]Slight Sleaze[else]Trite Trees[end if]". spokeval of Slight Sleaze is 3. guess-table of slight sleaze is the table of slight sleaze guesses. from-number of slight sleaze is 5606. to-number of slight sleaze is 5606. chapter fright freeze the fright freeze is boring scenery in slight sleaze. "You can't describe it, but it stops you from going anywhere.". from-number of fright freeze is 5606. the trite trees are boring scenery. "Not perfect, but not sleazy, either. They surround you on all sides except to the south." to-number of trite trees is -4. part Freak Framing Seek-Sameing Freak Framing Seek Sameing is a liftroom in Poppin' Part. printed name is "[if sco-chic-shaming is true]Eek! Aiming![else]Freak-Framing Seek-Sameing[end if]". "This is a control center of some sort. You hear chatter, but there might even be some telepathy. [if sco-bleak-blaming is false]Most of the muttering is about how different people are at fault for things they don't even know about, and you don't know how to buttonhole that[else if sco-bred-bros is false]You've got all your arguments in one place. But you have to admit, you're not the one to perpetuate them! You need someone, or people, who will make it fun for any old crowd to change their attitudes for the better. Someone new from outside[else]Congratulations! You've made this a think tank with things actually worth thinking. The Bred Bros discuss ways to frame basic social decency and tolerance as far more desirable than 'edgy' conformism[end if].". spokeval of Freak Framing is 3. guess-table of freak framing seek sameing is the table of freak framing seek sameing guesses. from-number of freak framing seek sameing is 10914. to-number of freak framing seek sameing is 5507. Slight Sleaze is mapped north of Seek Sameing. Nowhere is mapped south of Slight Sleaze. chapter Bred Bros the Bred Bros are a rhymable. "The Bred Bros you summoned continue to discuss positive social media strategies and such.". description is "They have a presence about them. They nod and smile as you look in their direction. But they seem quite busy with their work.". guess-table of Bred Bros is table of red rose guesses. book spoke 4 / docking diffed part mad most cad coast Mad Most Cad Coast is a liftroom in Poppin' Part. printed name is "[if sco-rad-roast is true]Pad Post-Had-Host[else]Mad-Most-Cad Coast[end if]". understand "had/host pad poast" and "had post" and "had/host pad/poast" and "host pad" as Mad Most Cad Coast when sco-rad-roast is true. "[if sco-bad-boast is false]You are driven mad with all the possible ways to go here. I mean, it's the coast, so you don't want to jump in the water, but you're not focused enough[else if sco-rad-roast is false]Your mind's a bit calmer now, but not calm enough[else]The way west is clear now, and you can't imagine there's much left to do here[end if]. The lift awaits for it you wish to return to the High Hub.". spokeval of Cad Coast is 4. check going west in Mad Most Cad Coast: if sco-rad-roast is false, say "You can't go west with all the madness. Well, not yet." instead; guess-table of mad most cad coast is the table of mad most cad coast guesses. from-number of mad most cad coast is 10609. to-number of mad most cad coast is 5305. part Trite Trail Trite Trail is in Poppin' Part. "A trite trail ends at a large body of water here. Well, sort of. It gets even more unbearable trite to the west (trust me,) so your only exit is back east to [cad coast][if white whale is in trite trail]. A [whale] seems to be taunting you in the distance. Perhaps you can go all Captain Ahab on it[end if].". spokeval of Trite Trail is 4. Mad Most Cad Coast is mapped east of Trite Trail. nowhere is mapped west of Mad Most Cad Coast. guess-table of Trite Trail is table of trite trail guesses. from-number of trite trail is 5505. to-number of trite trail is 16613. the tight tail white whale is scenery in Trite Trail. printed name is "tight-tail white whale". "It splashes out of the water sometimes, glaring at you as if to say you're lucky it can't swim in shallow water. You don't know why you're supposed to defeat it, but you know you are." from-number of white whale is 11009. after printing the locale description for trite trail when whale-score > 0 and sco-thread-throws is false: if whale-stuff is 0: say "You've gathered nothing to help defeat [the whale], yet."; else: say "So far you've scrounged up [list of whale-defeating things] for your assault on the white whale. [if whale-stuff is 1]It[else]They[end if][']ll be ready when needed[if sco-sight-sail is true and sco-right-rail is false]. However, the thought of traveling in the sight sail makes you a bit queasy right now[end if]."; if bright brute is off-stage: say "[line break]You could probably use an ally with bulk. You doubt any are indigenous, so you'll need help from outside the trail."; else if bright brute is fungible: say "[line break]The bright brute wanders about happily. It seems ready but not anxious."; cue-excite-exhale; continue the action; to cue-excite-exhale: if whale-score is 5: say "[line break]You've got to be close now! Psyching yourself up to defeat [the whale] will require something big. Perhaps two words with more than one syllable each. You need to get psyched, then you need to relax, and you'll know what to do next."; else if whale-score is 6: say "[line break]You need material and a method to catch [the whale]. Big words for a big enemy. You see no supplies around--as for the bright brute, you probably need something from outside[if player does not have red rose], but you sense you're not quite prepared, yet[end if]."; to cue-thread-throws: if player does not have red rose, say "[line break]You feel as though you may need outside help for your hunting expedition. Help you don't have yet."; chapter sceneries a sight sail is scenery. indefinite article is "a". "You don't know much about ships, but it looks ready to go, [if sco-right-rail is true]and you'd be comfortable sailing in it a while[else]though you're not sure you'd be comfortable in it too long, yet[end if]." to-number of sight sail is -4. a flight flail is scenery. "The flight flail sits on the ground, ready for you to pick up when you need it.". to-number of flight flail is -4. some might mail is scenery. "The might mail is too heavy to wear until you meet the white whale, but it's shiny and bright and impressive." to-number of might mail is -4. a bright brute is scenery. "The bright brute seems to be napping right now. Resting up for the big fight." to-number of bright brute is -4. book Mocking Miffed / spoke 5 part Old End Old End is a room in Poppin' Part. printed name is "[if sco-bold-bend is true]Bold Bend[else]Old End[end if]". understand ["bold/bend" and] "bold bend" as Old End when sco-bold-bend is true. "[old-end-desc].". spokeval of Old End is 5. to say old-end-desc: if sco-bold-bend is false: say "This simply looks like a dead end. What else could it be? Well, at least the lift is there, if you can't figure things right now"; else if sco-trolled-trend is false: say "The bold bend you envisioned runs from south to east. But you're not sure which part of the bend you should take. You need to name the malevolence you feel vaguely. Then you will know what to look for, and you can search more accurately"; else if sco-mold-mend is false: say "You're pretty sure you want to go south instead of east along the bend, but you're not mentally prepared yet"; else: say "The bend curves east to nowhere and south to your destiny"; check going in Old End: if sco-bold-bend is false, say "But this is a dead end. For now." instead; if sco-trolled-trend is false: if noun is south or noun is east, say "You can't tell which way is right. You need to listen for some source of meanness or nastiness or something." instead; if sco-mold-mend is false: if noun is south, say "You still feel a bit hurt by the trolling you were exposed to." instead; if noun is east, say "You can't run away from the trolling! Somehow, you need to restore your psyche and go east." instead; if noun is east, say "No. South is the way." instead; guess-table of old end is the table of old end guesses. from-number of old end is 5303. to-number of old end is 5404. part Drain Drat Vain Vat Old End is north of Drain Drat Vain Vat. Drain Drat Vain Vat is in Poppin' Part. printed name of Vain Vat is "[if sco-splain-splat is false]Drain (Drat!) Vain Vat[else]Main Mat[end if]". understand "main mat" as Drain Drat Vain Vat when sco-splain-splat is true. description of Vain Vat is "[if sco-bane-bat is false]You seem stuck here, and that's that. Maybe if you had something to help bash your way out[else if sco-flain-flat is false]You're still stuck in the vat for now. You're not sure how to get out, but once you are, you suspect your bane bat will do the trick[else if sco-splain-splat is false]The walls look shaky, but you can't find a weak point. Perhaps a taunt would bring enemy henchmen busting said weak spot[else]The way south is open now, thanks to the Pred Pros[end if].". spokeval of Vain Vat is 5. south of Old End is nowhere. check going in Vain Vat: if sco-flain-flat is false and noun is up, say "It's too high to climb out!" instead; if noun is not north and sco-flain-flat is true and sco-splain-splat is false, say "While you could go back north, there must be enemies hidden behind some secret wall. How to draw attention to yourself to bring them out?" instead; if Pred Pros are in vain vat: if noun is south, say "The Pred Pros aren't going to leave without something to show for their work." instead; if noun is north, say "Running from the Pred Pros would be unwise. Your rose's protection would wear off." instead; say "There's no extra secret wall. You can and should stay and tackle the [pros]." instead; guess-table of drain drat vain vat is the table of drain drat vain vat guesses. from-number of drain drat vain vat is 10907. to-number of drain drat vain vat is 5403. chapter bane bat the bane bat is a thing. description is "It looks tough. You just have to figure how to use it right to get out of the vat." chapter Pred Pros the Pred Pros are a plural-named rhymable. guess-table of Pred Pros is table of red rose guesses. "Unfortunately, the Pred Pros also block the way south, their faces encased in head hose. The aura from your erstwhile red rose still protects you.". description is "They haven't attacked you yet. They aren't, like, obviously snarling under the head hose. Maybe you can do something for them to make peace." from-number of Pred Pros is 5404. to-number of Pred Pros is 5304. the head hose is scenery. "It obscures the Pred Pros['] faces, but they can still breathe." from-number of head hose is 5404. to-number of head hose is 5304. part Threat Three Met ME Threat Three Met Me is in Poppin' Part. printed name is "[if marquee-score < 3]Market Marquee[else]Threat Three Met Me[end if]". "[if marquee is moot]The marquee has crumbled, its rubble blocking the way back north. This is it[else]A market marquee stands here, maybe giving you some clues as to how to do things[end if]. [if sprite is off-stage]You could go back north if you really wanted, but perhaps you'll want to finish things here[else]You feel stuck here in the final encounter[end if][if plus plaque is in threat three].[paragraph break]That plus plaque you summoned is waiting for an inscription[end if].". spokeval of Threat Three is 5. from-number of threat three met me is 5607. to-number of threat three met me is 16009. Drain Drat Vain Vat is mapped north of Threat Three Met Me. nowhere is mapped south of Drain Drat Vain Vat. check going north in Threat Three Met Me when sprite is in Threat Three Met Me: say "The fallen marquee sealed off the way back north." instead; guess-table of threat three met me is the table of threat three met me guesses. chapter market marquee the market marquee is a rhymable in Threat Three Met Me. "It seems to offer some clues:[line break][fixed letter spacing][marquee-clues][run paragraph on][variable letter spacing]". it is scenery. guess-table of market marquee is table of market marquee guesses. from-number of market marquee is 5607. to say marquee-clues: say "[if sco-fret-free is true]----[line break][else]GLEE?[end if]"; say "[if sco-set-see is true]----[line break][else]TREE?[end if]"; say "[if sco-yet-ye is true]----[line break][else]TWEE?[end if]"; report examining market marquee for the first time: if sco-fret-free is false, say "GLET. "; if sco-set-see is false, say "TRET. "; if sco-yet-ye is false, say "TWET. "; say "Not [if marquee-score is 2]a word[else]words[end if][if marquee-score > 1]. But what you solved made sense[end if]. There are other possibilities."; continue the action; chapter Burning Bright Spurning Sprite there is a himher thing called the Burning Bright Spurning Sprite. "The [sprite] waits here impatiently waiting for acknowledgement.". description is "It looks at you with contempt, which you expect will increase no matter what you do. Unless ... unless ... you've learned from all you've gone through." [the Frightfully Bright Bully is a himher thing. description is "The [bully] doesn't look especially mean or conniving or thuggish. But you know they just can't stand you. It's time to face up to them.". "The Frightfully Bright Bully continues a combination of rolling their eyes and looking away from you."] from-number of spurning sprite is 11512. to-number of spurning sprite is 5705. after doing something with a himher thing (called th): set the pronoun them to th; set the pronoun him to th; set the pronoun her to th; chapter plus plaque the plus plaque is boring scenery. "The plus plaque mentions that it is dedicated to [the sprite] for ... well, that's blank. Maybe you can figure what goes there." volume main engine this is the situational-cuing-reject rule: do nothing; this is the verb-checker rule: let local-ha-half-level be 0; let local-post-hom be false; let brightness be false; let new-point-to-get be false; let global-row-check be 0; let hom-row be 0; let my-count be 0; let nwpc be number of words in the player's command; repeat through the table of verb checks: increment global-row-check; now my-count is 0; now vc-dont-print is true; process the check-rule entry; let rb-out be the outcome of the rulebook; if rb-out is the unavailable outcome, next; now vc-dont-print is false; [say "[check-rule entry].";] if there is a wfull entry and the player's command matches the wfull entry: now my-count is 4; [ 4 = topic match, 3 = mix up alt solutions, 2 = 2 word match (or DIMD). This is a magic number to get rid of a boolean, so we can have all non global variables inside one rule, because Inform only allows 15 local variables. ] else: if the player's command matches the regular expression "(^|\W)([w1 entry])($|\W)", increment my-count; if there is a w2 entry: if the player's command matches the regular expression "(^|\W)([w2 entry])($|\W)", increment my-count; else if my-count > 0: increment my-count; if there is a wfull entry and my-count is 2: increment my-count; if my-count >= 2: [ if debug-state is true, say "DEBUG: processing [check-rule entry], outcome [if rb-out is unavailable outcome]UA[else if rb-out is not-yet outcome]NOT YET[else if rb-out is already-done outcome]already done[else]rady[end if].";] process the check-rule entry; [necessary to catch the mad monk--perhaps we could have an extra "inconclusive" state] let rb-out be the outcome of the rulebook; if rb-out is the already-done outcome, the rule succeeds; if rb-out is the not-yet outcome: let exact-cmd be whether or not the player's command matches the text "[first-of-ors of w1 entry][if there is a w2 entry] [first-of-ors of w2 entry][end if]", case insensitively; if check-rule entry is vc-sad-sunk rule or check-rule entry is vc-bad-bunk rule: say "Whenever you're ready, just type [b][the player's command in upper case][r] to move on."; now think-cue entry is true; the rule succeeds; if think-cue entry is false: say "[line break][one of][b]NOTE[r]: this command[if exact-cmd is false] (well, an equivalent, as there were alternate solutions)[end if] will be useful later, but you aren't ready to use it, yet. You can track commands like this by typing [b]THINK[r], which will also clue you if they now work.[or](useful command[if exact-cmd is false] (or a functionally equivalent alternate solution)[end if] again saved to [b]THINK[r] for later reference.)[stopping]"; now think-cue entry is true; else: say "[line break]Hmph. That [if exact-cmd is false](or a functionally equivalent alternate solution) [end if]still doesn't quite work! You'll figure out the how and when and where, though."; the rule succeeds; if okflip entry is false: unless my-count is 4 or there is no w2 entry or the player's command matches the regular expression "^([w1 entry])\W": [using only w1 is for the DIM'D test case... and "my-count is 4" is a hack for FLIMFLAM] say "You've got it backwards! Just flip things around, and it'll be okay."; the rule succeeds; if my-count is 3: say "Ooh! You're close. You've probably juggled two valid solutions."; the rule succeeds; abide-nlb the situational-cuing-reject rule; process the run-rule entry; if the rule failed: now think-cue entry is true; the rule succeeds; if there is a core entry and idid entry is false: if core entry is true and nwpc > 2: say "You may have used too many words. Any necessary command just needs two words, no more, no less. I put this in to make sure you can't just spam guesses. It's a bit strict, but ... I wanted some cursory protection, as well as simple guidance to narrow down what you should guess."; the rule fails; up-which core entry; if core entry is false: increase lump-count by 1; now idid entry is true; now think-cue entry is false; if zap-core-entry is true: [must be after "process the run-rule entry" or next LLP may not register] blank out the core entry; now zap-core-entry is false; process the score and thinking changes rule; if there is a core entry and core entry is false, check-lump-progress; the rule succeeds; if shut-scan is true, next; if two-too is true and player has leet learner: if there is a posthom entry: if the player's command includes the posthom entry: if rb-out is worth-parsing: now local-post-hom is true; now hom-row is global-row-check; if ha-half is true and my-count is 1 and player has leet learner: now vc-dont-print is true; process the check-rule entry; let rb-out be the outcome of the rulebook; now vc-dont-print is false; unless rb-out is the not-yet outcome or rb-out is the ready outcome, next; if rb-out is ready outcome: now local-ha-half-level is 2; else if local-ha-half-level < 2: now local-ha-half-level is 1; if debug-state is true, say "DEBUG: [check-rule entry] tipped off the HA HALF button."; if there is a core entry: now new-point-to-get is true; if core entry is true, now brightness is true; next; if local-post-hom is true: if hom-row > 0: choose row hom-row in table of verb checks; if there is a hom-txt-rule entry: abide by the hom-txt-rule entry; else: say "The Leet Learner shakes back and forth. Something you said sounded right, but it didn't feel right."; abide by the two-too-help rule; if local-ha-half-level > 0: say "The [b]HA HALF[r] button on your Leet Learner lights up [if local-ha-half-level is 1]yellow[one of]--one of the words must work for a future solution[or][stopping][else]green[one of]--one of the words you thought must be right[or][stopping][end if][if new-point-to-get is false]. Oh, wait, you're just switching back to a rhyme you knew before. You must've mis-thought a word[else if brightness is false]. Very dim, though. Perhaps this is a rhyme you don't strictly need to figure to win[else if local-post-hom is true]. Its brightness suggests your rhyme must be very close, indeed[end if]."; abide-nlb the ha-half-help rule; volume unsorted locations volume parser rules Rule for printing a parser error (this is the clue half right words rule): now compare-item is the player; abide by the rhyme-guess-checker rule for the table of first check rhymes; abide by the game-specific-backdrop-check rule; unless guess-table of location of player is table of no good guesses: [if debug-state is true, say "DEBUG location guesses: [location of player], [guess-table of location of player].";] abide by the rhyme-guess-checker rule for guess-table of location of player; let table-list be a list of table names; repeat with fun running through fungible rhymables: let gtt be guess-table of fun; if gtt is table of no good guesses or gtt is listed in table-list, next; add gtt to table-list; now compare-item is fun; abide by the rhyme-guess-checker rule for gtt; repeat with fun running through fungible people: let gtt be guess-table of fun; if gtt is table of no good guesses or gtt is listed in table-list, next; add gtt to table-list; now compare-item is fun; abide by the rhyme-guess-checker rule for gtt; abide by the verb-checker rule; abide by the rhyme-guess-checker rule for table of general good guesses; continue the action; the clue half right words rule is listed first in the for printing a parser error rulebook. [note: this caused a speedup when I first tried it. I'm not sure if this would last, so I'll need to do testing with this line vs with it commented out. ?? ] volume options book leet learner options hutcaning is leetsetting. shutscaning is leetsetting. hahalfing is leetsetting. nahnaffing is leetsetting. helphowing is leetsetting. welpwowing is leetsetting. bluebleahing is leetsetting. hoohehing is leetsetting. before leetsetting when player does not have the leet learner: say "You don't have the Leet Learner yet, so you can't set this option." instead; volume verbs book attacking the block attacking rule is not listed in any rulebook. check attacking: if player is in Bane Be Sane See, say "[b]READ[r]ing the tree is a better way to attack getting that first point." instead; [intro] if player is in gore goals, say "That would play into the sore souls['] whatever-they-grab-things-with." instead; [2] if noun is bred bros or noun is bright brute, say "Don't attack allies." instead; [4/5] if noun is white whale, say "Try building resources for an expedition instead." instead; [5] if noun is pred pros, say "Make friends of your enemies instead." instead; [6] if noun is spurning sprite, say "You'd lose the flame war, verbal or physical." instead; say "Less physical abuse. More abusing the English language with rhymes!" instead; book push pull understand the command "push" as something new. understand the command "pull" as something new. book eating the can't eat unless edible rule is not listed in any rulebook. check eating: if noun is pear peach, say "It looks good to eat, but it must have a higher purpose. Besides, you're not hungry." instead; say "You need only spiritual sustenance, not physical, in [this-game]." instead; book taking check taking scenery (this is the modified can't take scenery rule): say "You don't explicitly need to [b]TAKE[r] anything in [this-game]." instead; the can't take scenery rule is not listed in any rulebook. book talking carry out talktoing: if noun is the player, say "[one of]'Whee! Why me? My!'[or]'Me! My! See?'[paragraph break]'Sigh.'[in random order]" instead; if noun is mad monk, say "You need more pointed commentary, picking out the mad monk's flaws." instead; if noun is FREE FRUIT, say "It reveals nothing of the free fruit inside. You feel like you just banged on a vending machine that ate your change, except without [i]casus belli[r]." instead; if noun is lazy loud crazy crowd, say "Regular chatter doesn't work on the crowd. They need to be hyped up and see a show." instead; [spoke 1] if noun is crow crew, say "The crow crew has its own prep for the performance. You feel even asking them if they were ready would make them less ready. It's the crowd that you need to interact with." instead; if noun is kite coot or noun is night newt, say "They wouldn't understand you, and they don't need to be disturbed." instead; [spoke 2] if noun is bred bros, say "You make small talk with a bit, even coming up with a few ideas to counter grokking grift. But you sense [the bros] will do their very best work alone." instead; [spoke 4] if noun is bright brute, say "The brute's brightness is more positivity than conversational brilliance. But it will know how to fight." instead; if noun is white whale, say "You sense a telepathic 'Splay! Splash! May mash!' Yes, it's dolphins that have telepathic chatter in the real world, but there are different rules here. Play along with it." instead; [spoke 5] if noun is pred pros, say "Direct negotiations won't work. You can give them something, though." instead; [start endgame] if noun is sprite, say "'So! The [if sco-plus-plaque is true]inscription on your [end if]gift? I'm not greedy or anything. It's just the right thing to do. Obviously." instead; say "No response. There's not a lot you need to talk to." instead; book climbing the block climbing rule is not listed in any rulebook. rule for supplying a missing noun when climbing: if number of fungible climbable things is 0: say "(going up)[paragraph break]"; try going up instead; now noun is a random fungible climbable thing; check climbing: if climb-warn is false: now climb-warn is true; say "[i][bracket][b]NOTE: CLIMB[r][i] maps to going up.[close bracket][r][paragraph break]"; if noun is train tree, say "There's nothing on top of the tree, only inside." instead; if noun is stalk: say "The stalk is, unsurprisingly, sturdy enough."; try going up instead; if noun is tree trunk, say "The tree trunk doesn't lead anywhere." instead; if noun is deep dune, say "You might fall in." instead; if noun is locking lift, say "That would be really dangerous." instead; if noun is snotty snail, say "Too slippery. Plus, you don't want to attract its attention." instead; say "There's nothing really to climb here." instead; book listening the block listening rule is not listed in any rulebook. check listening: if player is in Roaring Rocks, say "[if sco-boring-box is false]'Poring Pox!' the roaring rocks, uh, roar[else]The roaring is exciting. Too exciting. You don't need that right now[end if]." instead; if player is in Bane Be Sane See, say "[if sco-plain-plea is false]You get the feeling your voice could add constructively to the noises, somehow, but it's not critical[else]You think you still hear echoes of your plain plea, but it's time to move on[end if]." instead; say "Quite quiet site. Sigh, it ..." instead; volume room restrictions this is the nothing-left gong rule: completed; [this may be moved to PPRR common later] the gong rules are a rulebook. the gong rules have outcomes completed, llp-remaining, and uncompleted. a room has a rule called this-gong-rule. this-gong-rule of a room is usually the nothing-left gong rule. a room-hint-state is a kind of value. The room-hint-states are points-left, bonus-left, and nothing-left. player-room-allow-threshold is a room-hint-state that varies. player-room-allow-threshold is nothing-left. [temporary rule to test that, indeed, pride-prong does work!] [roomblocking when room gone to is trust track: llp-remaining;] to reset-go-check: now all rooms are not go-checked; now location of player is go-checked; check going when player-room-allow-threshold is not nothing-left: if the room gone to is nothing, continue the action; now hunt-bonus-points is false; reset-go-check; if the room gone to is overall-go-useful, continue the action; say "[one of]A guide gong[or]That guide gong, again,[stopping] rings to notify you that you don't need to go back through [room gone to]." instead; a room can be go-checked. a room is usually not go-checked. chapter gong rules pre-hub [ trivially completed rooms: Bane Be Sane See, Jotty Jail (both have LLPs but can't go back), Roaring Rocks. Note Roaring Rocks chould have "if sco-boring-box is true" but if you are out, you got the boring box. ] [ LLPs not llp-remaining are Go Goo and Gad Gunk because it disappears when the monk does ] [bane be sane see needs no rules, with the one-way passage out] [this-gong-rule of Roaring Rocks is the gong-roaring-rocks rule.] this-gong-rule of nnss is the gong-nnss rule. this-gong-rule of warm stun storm is the gong-one-warm-stun-storm rule. [north branch first] this-gong-rule of tttt is gong-tttt rule. this-gong-rule of trust track is the gong-trust-track rule. [east branch next] this-gong-rule of rare reach is the gong-rare-reach rule. this-gong-rule of hun harm fun farm is the gong-hun-harm-fun-farm rule. [west branch last] this-gong-rule of NoNoon is the gong-nonoon rule. section actual rules [this is the gong-roaring-rocks rule: if sco-boring-box is false, uncompleted; completed;] this is the gong-nnss rule: if sco-grow-grudge is false, uncompleted; if high hub is unvisited, completed; if sco-wordy-walk is false, llp-remaining; completed; this is the gong-one-warm-stun-storm rule: if sco-fun-form is false, uncompleted; completed; this is the gong-tttt rule: if sco-pear-peach is false, uncompleted; completed; this is the gong-trust-track rule: if sco-crust-crack is false, uncompleted; completed; this is the gong-rare-reach rule: if sco-reap-rune is false, uncompleted; completed; this is the gong-hun-harm-fun-farm rule: if sco-un-arm is false, uncompleted; completed; this is the gong-nonoon rule: if sco-crow-croon is false, uncompleted; completed; chapter gong rules post-hub [the starting area is above] this-gong-rule of high hub is gong-high-hub rule. this-gong-rule of show shoe is the gong-show-shoe rule. [1] this-gong-rule of sore souls gore goals is the gong-sore-souls-gore-goals rule. [2] this-gong-rule of bum bout rum route is the gong-bum-bout-rum-route rule. [3] this-gong-rule of nay nope slay slope is the gong-nay-nope-slay-slope rule. this-gong-rule of slight sleaze is the gong-slight-sleaze rule. [4] this-gong-rule of freak framing seek sameing is the gong-freak-framing-seek-sameing rule. this-gong-rule of mad most cad coast is the gong-mad-most-cad-coast rule. [5] this-gong-rule of trite trail is the gong-trite-trail rule. this-gong-rule of old end is the gong-old-end rule. this-gong-rule of vain vat is the gong-vain-vat rule. this-gong-rule of threat three is the gong-threat-three rule. section actual rules this is the gong-high-hub rule: if hub-score < 5, uncompleted; if sco-despite-dispute is false, llp-remaining; uncompleted; this is the gong-show-shoe rule: [1] [ NOTE we're currently disallowed from getting the Go Goo after the concert ] if sco-throw-through is false, uncompleted; if sco-go-goo is false, llp-remaining; completed; this is the gong-sore-souls-gore-goals rule: [2] if shoal-core-score < 2, uncompleted; if shoal-extra-animals < 2 or sco-lore-lols is false, llp-remaining; completed; this is the gong-bum-bout-rum-route rule: [3] if sco-umm-out is false, uncompleted; completed; this is the gong-nay-nope-slay-slope rule: if sco-k-cope is false, uncompleted; completed; this is the gong-slight-sleaze rule: [4] if sco-right-root is false, uncompleted; if sco-tight-tease is false, llp-remaining; completed; this is the gong-freak-framing-seek-sameing rule: if sco-bred-bros is false, uncompleted; if sco-clique-claiming is false, llp-remaining; completed; this is the gong-mad-most-cad-coast rule: [5] if sco-rad-roast is false, uncompleted; completed; this is the gong-trite-trail rule: if sco-thread-throws is false, uncompleted; completed; this is the gong-old-end rule: if sco-mold-mend is false, uncompleted; completed; this is the gong-vain-vat rule: if sco-splain-splat is false, uncompleted; completed; this is the gong-threat-three rule: uncompleted; chapter guide-gonging guide-gonging is an action out of world. understand the command "guide gong" as something new. understand "guide gong" as guide-gonging. carry out guide-gonging: follow the know-ide-ong rule; say "You are [if player-room-allow-threshold is points-left]already[else]now[end if] repelled by a guide gong if you try to go down a path where you have nothing game-critical to do in any branches."; now player-room-allow-threshold is points-left; the rule succeeds; this is the know-ide-ong rule: if guide-gong-warn is false: now guide-gong-warn is true; say "(disabling later explanation of [b]GUIDE GONG[r], etc., but it will still be in [b]VERBS[r])[paragraph break]"; chapter stride-stronging stride-stronging is an action out of world. understand the command "stride strong" as something new. understand "stride strong" as stride-stronging. carry out stride-stronging: follow the know-ide-ong rule; say "You are [if player-room-allow-threshold is nothing-left]already[else]now[end if] able to move freely between locations, even ones with nothing left to do."; now player-room-allow-threshold is nothing-left; the rule succeeds; chapter pride-pronging pride-pronging is an action out of world. understand the command "pride prong" as something new. understand "pride prong" as pride-pronging. carry out pride-pronging: follow the know-ide-ong rule; say "You are [if player-room-allow-threshold is bonus-left]already[else]now[end if] blocked from paths where no branches contain any point-scoring activities, critical or bonus."; now player-room-allow-threshold is bonus-left; the rule succeeds; volume hinting carry out hinting: process room-hint-rule of location of player; book generic thing hints this is the hint-just-scenery rule: say "You don't have to worry about [the noun], which is just scenery to provide clues or atmosphere." instead; this is the hint-done-stuff rule: say "You summoned [the noun] into existence, which is enough. You'll want to look elsewhere for double-rhymes." instead; to say done-here: say "You're done here in [location of player]" to say outside-item: say "An outside item is required for what you need to do next" chapter room hints the room-hint-rule of bane be sane see is the hint-bane-be-sane-see rule. the room-hint-rule of roaring rocks is the hint-roaring-rocks rule. the room-hint-rule of nnss is the hint-nnss rule. the room-hint-rule of stun storm is the hint-stun-storm rule. the room-hint-rule of tttt is the hint-tttt rule. the room-hint-rule of trust track is the hint-trust-track rule. the room-hint-rule of rare reach is the hint-rare-reach rule. the room-hint-rule of hun harm fun farm is the hint-fun-farm rule. the room-hint-rule of nonoon is the hint-nonoon rule. the room-hint-rule of jotty jail is the hint-jotty-jail rule. the room-hint-rule of high hub is the hint-high-hub rule. the room-hint-rule of no new show shoe is the hint-no-new-show-shoe rule. the room-hint-rule of gore goals is the hint-gore-goals rule. the room-hint-rule of rum route is the hint-rum-route rule. the room-hint-rule of slay slope is the hint-slay-slope rule. the room-hint-rule of slight sleaze is the hint-slight-sleaze rule. the room-hint-rule of seek sameing is the hint-seek-sameing rule. the room-hint-rule of mad most cad coast is the hint-mad-most-cad-coast rule. the room-hint-rule of trite trail is the hint-trite-trail rule. the room-hint-rule of old end is the hint-old-end rule. the room-hint-rule of vain vat is the hint-vain-vat rule. the room-hint-rule of threat three is the hint-threat-three rule. chapter thing hints thing-hint-rule of the player is the hint-player rule. thing-hint-rule of leet learner is the hint-learner-part rule. thing-hint-rule of ha half nah naff is the hint-learner-part rule. thing-hint-rule of train tree is the hint-bane-be-sane-see rule. thing-hint-rule of boring box is the hint-boring-box rule. thing-hint-rule of mad monk is the hint-mad-monk rule. thing-hint-rule of lurking lump is the hint-lurking-lump rule. thing-hint-rule of miss more diss door is the hint-diss-door rule. thing-hint-rule of slow sludge is the hint-nnss rule. thing-hint-rule of done dorm is the hint-stun-storm rule. thing-hint-rule of tree trunk is the hint-tree-trunk rule. thing-hint-rule of free fruit is the hint-free-fruit rule. thing-hint-rule of pear peach is the hint-pear-peach rule. thing-hint-rule of Just Jack is the hint-just-jack rule. thing-hint-rule of sus sack is the hint-sus-sack rule. thing-hint-rule of deep dune is the hint-deep-dune rule. thing-hint-rule of rho rune is the hint-rho-rune rule. thing-hint-rule of cocoon is the hint-cocoon rule. thing-hint-rule of snotty snail is hint-just-scenery rule. thing-hint-rule of locking lift is the hint-locking-lift rule. thing-hint-rule of sturdy stalk is the hint-sturdy-stalk rule. thing-hint-rule of lazy loud crazy crowd is the hint-done-stuff rule. thing-hint-rule of crow crew is the hint-crow-crew rule. thing-hint-rule of kite coot is the hint-done-stuff rule. thing-hint-rule of night newt is the hint-done-stuff rule. thing-hint-rule of fright freeze is the hint-slight-sleaze rule. thing-hint-rule of trite trees is the hint-done-stuff rule. thing-hint-rule of Bred Bros is the hint-done-stuff rule. thing-hint-rule of flight flail is the hint-trail-stuff rule. thing-hint-rule of might mail is the hint-trail-stuff rule. thing-hint-rule of tight tail white whale is the hint-trite-trail rule. thing-hint-rule of right rail is the hint-trail-stuff rule. thing-hint-rule of bright brute is the hint-trail-stuff rule. thing-hint-rule of sight sail is the hint-sight-sail rule. thing-hint-rule of delight dilute is the hint-delight-dilute rule. thing-hint-rule of bane bat is hint-bane-bat rule. thing-hint-rule of pred pros is the hint-pred-pros rule. thing-hint-rule of head hose is the hint-pred-pros rule. thing-hint-rule of market marquee is the hint-market-marquee rule. thing-hint-rule of spurning sprite is the hint-spurning-sprite rule. thing-hint-rule of plus plaque is hint-plus-plaque rule. thing-hint-rule of red rose is the hint-red-rose rule. thing-hint-rule of light lute is the hint-light-lute rule. include Low Key Learny Jokey Journey Hints by Andrew Schultz. [include Low Key Learny Jokey Journey Hint Stubs by Andrew Schultz.] volume standard verbs [just in case, so far] chapter attacking check attacking: say "Hawk hurts? Block! BLURTS!" instead; chapter singing check singing: say "You hum a few too-totes-new notes, almost stringing together a wry witty dry ditty." instead; volume meta-verbs chapter high level game stuff check saving the game: say "The [sprite]'s voice echoes: 'Surely you don't need a break from THIS, right?'"; report saving the game: if the rule succeeded: say "The [sprite]'s voice on the wind: 'Another file you may never look at again. Or if you do, it's because you messed up.'"; else: say "'Dithering, eh?'" check restarting the game: say "The [sprite]'s voice mocks you. 'Reliving stuff you already know? No progress that way.'"; check restoring the game: say "'Jumping ahead and missing the journey, eh?' the [sprite] mocks you."; report restoring the game: if the rule succeeded: say "'Ah. You're back. Something more important to do, I'm sure.'"; else: say "'Dithering, eh?'" check quitting the game: say "You hear [the sprite]: 'Oh, wow! You have something a little better to do? What a coincidence! So do I! Well, something a lot better, actually.'"; chapter abouting carry out abouting: say "[this-game] is the third entry in the [pprr] series. You do not need experience with [series-names] to get through successfully."; say "[line break]It felt like something that'd never get created, but it was fun to dream about. Then I had an idea about [if nnss is unvisited]the third room[else][NNSS][end if] offering another odd bonus point in [vvff], but I wanted to move on. Then an idea for one room came, then another, and suddenly I had a game for IFComp 2022, which was nice, as the one I'd had on reserve since 2018 had dried up."; say "[line break]I was able to re-use and fine-tune and fix bugs in a lot of code from [vvff], and I even managed to create some code I backported. And I started using Zarf's regression scripts earlier, to catch bugs well before the deadline and free my mind up for bigger-picture things. So it feels like the user experience should be smoother, although the story might be weaker."; say "[line break]While my code for [vvff] wasn't perfect, it gave me a boost so I didn't have to rewrite a lot. I'd also become more comfortable with rules and rule ordering since then, so I was able to make the code more portable."; say "[line break]I welcome bug reports, big or small, as well as transcripts. [this-game]'s repository is at https://github.com/andrewschultz/low-key-learny-jokey-journey/issues. My email blurglecruncheon@gmail.com are also appreciated."; the rule succeeds; chapter creditsing carry out creditsing: say "Thanks to DrkStarr, Peter M. J. Gross, Beau Sorrell and for testing."; say "Thanks to many people on the I7 board at Intfiction.org. This includes, in alphabetical order, Draconis, otistdog, Zarf and ZedLopez."; say "[line break]Thanks to all involved in IFComp, whether administering, programming, judging, or reviewing."; say "Thanks to GitHub for allowing free hosting, public or private."; say "The cover art contains free-attribution vector images:"; say "[paragraph break] Red rose: https://www.vecteezy.com/vector-art/3605050-illustrations-red-roses-rose-floral-romantic-artwork"; say "[line break] Flames: https://www.vecteezy.com/vector-art/552364-flame-vector-icon"; say "[line break] Amphitheater: https://www.flaticon.com/free-icon/amphitheatre_82266"; say "[line break]Thanks to you for playing."; the rule succeeds; chapter exitsing [ for the EXITS command when you can see a way to go but it isn't physically available ] [ so behind Trust Track is unavailable but beyond Slow Sludge is blocked ] check exitsing (this is the adjust exit text with lift present rule): if location of player is High Hub, say "The locking lift is the main way out of here, but [if sco-bye-bub is true]you can go back [b]DOWN[r] the stalk[else]there is a way to revisit what's below[end if]." instead; if locking lift is in location of player and number of viable directions is 0, say "You can't go in any direction[unless player is in show shoe or player is in gore goals] yet[end if], but you can [enter-lift]." instead; if player is in Threat Three and spurning sprite is in Threat Three, say "You're at the final confrontation. There are no exits." instead; report exitsing (this is the notify player of lift rule): if locking lift is in the location of the player, say "You can also [enter-lift]."; to say enter-lift: say "[b]ENTER[r] the locking lift to go back to [hub]"; chapter optsing carry out optsing: if leet learner is off-stage and guide-gong-warn is false, say "You haven't discovered any options yet, but when you get a hint item or reach the third room, there will be more." instead; if guide-gong-warn is true, say "[2da][b]GUIDE GONG[r] will restrict you from solved rooms, [b]PRIDE PRONG[r] will notify you of rooms with just bonus points left, and [b]STRIDE STRONG[r] will remove these bumpers. Currently this is set to [b][if player-room-allow-threshold is bonus-left]PRIDE PRONG[else if player-room-allow-threshold is bonus-left]GUIDE GONG[else]player-room-allow-threshold is bonus-left[end if][r]."; if player has leet learner, say "You can [b]READ[r] the leet learner for options there."; the rule succeeds; chapter swearing after printing the locale description: if miss more diss door is fungible, say "Oh. The [diss door] is there. You may want to dispose of it somehow."; continue the action; the miss more diss door is a rhymable. it is scenery. printed name is "miss-more-diss door". description is "It seems to be inviting you in, and yet, at the same time, pushing you away for not being quite good enough. Yet." from-number of miss more diss door is 5404. to-number of miss more diss door is -5404. guess-table of miss more diss door is table of miss more diss door guesses. check entering miss more diss door: say "Looking for arguments right now is pointless." instead; check swearing obscenely: if roaring rocks is unvisited, say "Wait until you've moved out of here. Then, cursing will give you a chance for a bonus point." instead; if miss more diss door is moot, say "With the [diss door] gone, [one of]a[or]another[stopping] worst-word-burst bird flies by and puts your efforts to utter shame." instead; if miss more diss door is fungible, say "The [diss door] rattles a menacing challenge." instead; if miss more diss door is off-stage: say "You hear a whooshing as a door swings in from nowhere. It doesn't seem to lead anywhere. Voices from behind it, though, assure you you are missing something. Using your logical skills, you deduce it is a [diss door]. While it's not going to jump you if your back is turned, it might be nice to get rid of."; else: say "The [diss door] whooshes into view again."; move miss more diss door to location of player instead; check swearing mildly: try swearing obscenely instead; section swear-swamp-where-womping swear-swamp-where-womping is an action out of world. understand the command "swear swamp where womp" as something new. understand "swear swamp where womp" as swear-swamp-where-womping when player is not in Bane Be Sane See. carry out swear-swamp-where-womping: repeat through table of verb checks: if check-rule entry is vc-piss-poor rule: if idid entry is true, say "You can only avoid swearing once." instead; up-min; now idid entry is true; say "You bypass any form of profanity, and the [if diss door is off-stage]unsummoned [end if][diss door], to remain above that sort of thing and gain a bonus point for your efforts. You'd have done so even if a bonus point weren't at stake."; follow the score and thinking changes rule; the rule succeeds; say "Oops. You should've gotten a check for a bonus point here."; the rule succeeds; chapter thinking extension check thinking (this is the lift reminder rule): if high hub is unvisited, continue the action; unless spoke-6-known or hub-score < lift-score, continue the action; if location of player is a liftroom and spokeval of location of player is 5, continue the action; say "You still have spokes you've visited from the High Hub that haven't been solved.[paragraph break]"; if sco-rocking-rift is true and sco-throw-through is false, say "[b]ROCKING RIFT[r] [gets-got of show shoe]."; if sco-shocking-shift is true and shoal-core-score < 2, say "[b]SHOCKING SHIFT[r] [gets-got of gore goals]."; if sco-docking-diffed is true and sco-thread-throws is false, say "[b]DOCKING DIFFED[r] [gets-got of cad coast][if trite trail is visited] and Trite Trail[end if]."; if sco-gawking-gift is true and sco-k-cope is false, say "[b]GAWKING GIFT[r] [gets-got of rum route][if slay slope is visited] and [slay slope][end if]."; if sco-grokking-grift is true and sco-chic-shaming is false, say "[b]GROKKING GRIFT[r] [gets-got of slight sleaze][if freak framing is visited] and [freak framing][end if]."; if spoke-6-known, say "[b]MOCKING MIFFED[r] will get you [if hub-score < 5]to the final area once the others are cleared[else if old end is visited]to the final area[else]back to the final area[end if]."; to say gets-got of (rm - a room): say "[if player is in rm]got you[else]gets you back[end if] to [rm]"; chapter verbsing carry out verbsing: say "[this-game] doesn't have many custom verbs that are used regularly. In fact, many standard verbs such as [b]PUSH[r] and [b]PULL[r] are disabled, and [b]CLIMB[r] or [b]ATTACK[r], for instance, have minimal implementation. This is to help you focus on certain phrases you need to guess to advance."; say "[line break]The four cardinal directions and [b]UP[r] are used, as well as [b]X[r] or [b]EXAMINE[r]. [b]READ[r] may provide different output. Use [b]I[r] to take inventory as well. The four "; say "[line break]Useful meta-verbs: [b]OPTS[r] gives game options, and [b]CREDITS[r] and [b]ABOUT[r] give general information."; the rule succeeds; chapter xyzzying carry out xyzzying: say "A hollow voice booms incredulously, 'Easter egg bestir-beg?!'"; the rule succeeds; volume parser errors rule for printing a parser error when the latest parser error is the noun did not make sense in that context error (this is the goto reject rule): if action-to-be is the gotothinging action or action-to-be is the gotoing action: say "That location or thing doesn't exist or isn't known to you yet."; the rule succeeds; continue the action; the goto reject rule is listed after the clue half right words rule in the for printing a parser error rulebook. rule for printing a parser error (this is the default parser error notification rule): if action-to-be is the examining action or action-to-be is the reading action or action-to-be is the taking action or action-to-be is the talktoing action: say "You see nothing here like that. Or there may be, but it's a small part of something more prominent. [this-game] tries not to force you to look into any items too much."; the rule succeeds; if number of words in the player's command is 1: say "Most special commands are more than one word[if roaring rocks is visited], because of the rhyme-pairs involved[end if]"; else if number of words in the player's command is 0: say "You think a bit"; else if number of words in the player's command is 2 and boring box is not off-stage: say "Your rhyming attempts bring up nothing. Or, if you tried a standard verb--well, [this-game] has eliminated a lot of them, so you can focus on the puzzle verbs"; else: say "I couldn't parse that command. You don't need any more than two words long"; say ". [b]VERBS[r] will give a list of useful, non-puzzle-solving verbs."; the rule succeeds; volume start of game when play begins: say "You're walking along, thinking of big things, knowing that big ideas won't just drop themselves right next to you just because you hope they will."; wfas; say "Or do they? You look up, and there's some weird flame creature or something. It's a bit odd to see them on a busy city street, but nobody else notices them. They're holding a pamphlet called [nkhh][line break]"; wfas; say "They introduce themselves as the [sprite], and -- well, they're hoping for SOMEONE, ANYONE who might understand the slightest bit what's in this pamphlet, or who even tries. You take the pamphlet and read it, if only to drown them out."; wfas; say "And you do. There's some good information in here. So good, you can't help but remark 'Wow! Whoah!' Such a simple, powerful idea! You'll remember that idea, of course you will..."; wfas; say "...until [the sprite] interrupts you saying FINALLY someone understood this, and they'd been waiting long enough, and they've been forced by goodness knows WHAT afterlife bureaucracy to search the world for someone even VAGUELY interested in this sort of thing, and if you don't hop along and listen to their guidance, who will?"; wfas; say "This is all very annoying. You try to pull away, hoping to remember what prompted your exclamation, but you've already forgotten. You lash out at [the sprite], who promptly assures you that if you'd really internalized what you read, you wouldn't have problems remembering it. Perhaps if you went on this quest here? I'm too busy to actually hold your hand through it, but I'll try and give advice when I can be bothered.'"; wfas; say "You have nothing better to do. In fact, you were trying to avoid watching television you didn't enjoy anyway. A weird journey would be a bonus. The [sprite] points you to a back alley. A weird train shaped like a tree on its side awaits. You enter. It chugs off somewhere far and weird, then springs upright."; wfas; volume end of game to win-the-game: [ if debug-state is true: repeat through table of verb checks: if idid entry is false: say "[w1 entry] [w2 entry] undone.";] increment core-score; if cur-max-bonus is max-bonus: choose row with final response rule of show-misses rule in the Table of Final Question Options; blank out the whole row; [don't let the player see MISSED if they got everything] follow the score and thinking changes rule; force-status; end the game saying "Me, Major See-Sager"; follow the shutdown rules; Table of Final Question Options (continued) final question wording only if victorious topic final response rule final response activity "see the points you [b]MISSED[r]" true "missed" show-misses rule -- this is the show-misses rule: if sco-plain-plea is false, say "You could've made a [b]PLAIN PLEA[r] back at the start in [sane see]."; if sco-gad-gunk is false, say "You could've told the Mad Monk [b]GAD GUNK[r] in [roaring rocks]."; if sco-piss-poor is false: if diss door is off-stage: say "At any point, you could've used a minor profanity such as [b]BOTHER[r] to open an item to change. [one of]The solution itself requires slightly off-color language. So if you're averse to swearing, there is another way to get a point. Type [b]MISSES[r] again to see it[or]Without using profanity, you could also have said [b]SWEAR SWAMP WHERE WOMP[r][stopping]."; else: say "After you swore, you could've said [b]PISS POOR[r] to [the diss door]."; if sco-grotty-grail is false, say "You could've discovered a [b]GROTTY GRAIL[r] back in [jotty jail]."; if sco-potty-pail is false, say "You could've discovered a [b]POTTY PAIL[r] back in [jotty jail]."; if sco-bye-bub is false: say "You could've said [b]BYE BUB[r] in [high hub] to revisit the first rooms and pick up clue-points for good guesses."; say "[one of]There was also a sturdy stalk that would appear in [nnss]. Check [b]MISSES[r] again for the spoiler, if you don't want to replay or guess it[or][ww2][stopping]."; else if sco-wordy-walk is false: say "[ww2]."; if sco-go-goo is false, say "You could've made [b]GO GOO[r] in [show shoe]."; if sco-night-newt is false, say "You could've summoned a [b]NIGHT NEWT[r] in [gore goals]."; if sco-kite-coot is false, say "You could've summoned a [b]KITE COOT[r] in [gore goals]."; if sco-lore-lols is false, say "You could've performed [b]LORE LOLS[r] in [gore goals]."; if sco-tight-tease is false, say "You could've summoned [b]TIGHT TEES[r] or a [b]TIGHT TEASE[r] in [slight sleaze]."; if sco-clique-claiming is false, say "You could've performed [b]CLIQUE CLAIMING[r] in [freak framing]."; if sco-despite-dispute is false, say "You could've said [b]DESPITE DISPUTE[r] when the light loot became Delight-Dilute." to say ww2: say "You could've had a [b]WORDY WALK[r] around the sturdy stalk that appeared in [nnss]" volume internal map chapter early area index map with Show Shoe mapped east of TTTT. index map with Roaring Rocks mapped east of Bane Be Sane See. index map with Jotty Jail mapped south of Trust Track. Index map with No New Show Shoe mapped east of TTTT. index map with Rare Reach mapped north of Trust Track. index map with NoNoon mapped north of Hun Harm Fun Farm. chapter hub-ish era index map with High Hub mapped east of No New Show Shoe. index map with Mad Most Cad Coast mapped northwest of High Hub. index map with Gore Goals mapped east of High Hub. index map with Rum Route mapped north of High Hub. index map with Slay Slope mapped east of Rum Route. index map with Old End mapped south of High Hub. index map with Slight Sleaze mapped east of Old End. chapter meta stuff can go wherever index map with Hidey House mapped north of NoNoon. index map with Gazy Gap mapped north of Hidey House.