"Up Your Sleeve" by chrisamaphone Release along with the source text. Use no scoring. Use full-length room descriptions. When play begins: say "It's the evening of your debut stage magic performance. You, Magnificent Max, are the opening act for the Fabulous Flying Funambulists, a troupe of world-class acrobats! Your great uncle, a retired once-renowned magician himself, set you up with the act, and you'd better not screw it up -- this is your chance to make it big. Unfortunately, the audience is in a bit of a hostile mood: the host has just announced that the main act was canceled. The burden is on your shoulders to deliver to them a show comparable to the one that they paid for." The description of the player is "You're Magnificent Max, magician-in-training. Your (off-)white ruffled shirt is (mostly) tucked in to (slightly scuffed) black slacks. These clothes, handed down from your esteemed great-uncle, hang loosely on your gaunt frame. You gelled your hair back this morning, but it is now slightly ruffled, and that one horrendous ungelled lock you can't keep down sprouts over your brow, obscuring your sight and betraying your unruly curls." A person can be conscious or unconscious. The player is conscious. The player carries a deck of cards. The cards can be shuffled or sorted. The cards are sorted. The description of the cards is "Your lucky deck." Instead of examining the cards when the scene is stage show and card-transformation is unperformed: say "You remember your great uncle teaching you a trick to magically sort a deck of cards." Shuffling is an action applying to one thing. Understand "shuffle [something]" as shuffling. Instead of shuffling the cards: say "You shuffle the cards idly."; now the cards are shuffled. [Understand "shuffle" as shuffling. Instead of shuffling nothing, say "You shuffle your feet a little."] The player carries a magic wand. The description of the wand is "Your magician's baton." Instead of waving the wand, say "You wave your wand, say a magic word, and pretend that something awesome happens. You always did have a good imagination." The player wears the pair of shoes. The description of the shoes is "Shiny and new. You can't help but groom yourself a little as you glimpse your reflection: you slick your hair back, grin, notice the grime on your teeth, and rub them with your finger to no avail. After a second, the curly lock you slicked back springs back into your eyes." [----------- Stage Show --------------] Stage Show is a scene. Stage Show begins when play begins. Tricks done is a number that varies. Tricks done is 0. Stage Show ends when tricks done is 3. [ Setup for this scene] The Stage is a room. "A bare wooden stage. The curtains are raised, exposing you to the vast audience murmuring in front of you. The spotlight and tower lights shine hotly into your eyes, making you blink and sweat." The table is a supporter in the stage. The table is fixed in place. The description is "The table is long, narrow, and felt-covered: perfect for setting up magic props and tricks." After examining the table when something is on the table: say "On the table [is-are a list of things on the table].". Rule for writing a paragraph about the table: say "In front of you is a table for your magical props." A hat is a wearable container. The description is "Standard issue black top hat." After examining the hat when something is in the hat: say "The hat contains [a list of the things contained by the hat].". Understand "top hat" as the hat. The hat is on the table. A rabbit is a kind of animal. Alice is a female rabbit. The description of Alice is "She's Alice, your beloved pet rabbit. Small, white, curiouser, and curiouser." Understand "rabbit" as Alice. Alice is on the table. Instead of taking Alice: say "Alice reluctantly allows you to scoop her up."; move Alice to the player. Instead of taking Alice when the scene is stage show and Alice is in the hat: say "Pulling a rabbit out of a hat isn't a very good trick when they saw you put her in." Instead of attacking Alice when the scene is not Stage Show: say "You'd never hurt your beloved pet." Instead of eating Alice when the scene is not Stage Show: say "You never cared for rabbit, actually." Petting is an action applying to one thing. Understand "pet [something]" as petting. Instead of petting Alice, say "You scratch Alice affectionately behind the ears." A retractable sword is on the table. The description is "It looks so real! ...sort of." There is a tomato. "Plump, juicy, and rotten." Instead of wearing a container when something is in the noun, say "You'd better remove [the list of things in the noun] first." The stageitself is scenery in the stage. Understand "stage" as the stageitself. The printed name of the stageitself is the "stage". Instead of examining the stageitself, say "Bare polished wood." The curtains are scenery in the stage. Instead of examining the curtains, say "Heavy blue curtains." The lights are scenery in the stage. Instead of examining the lights, say "Blindingly bright." Understand "spotlight" as the lights. The audience is scenery in the stage. Instead of examining the audience, say "The house is packed with audience members who fled from across the nation to see the Fabulous Flying Funambulists. Instead, they get you. And they don't look happy about it." The props are scenery in the stage. Instead of examining the props: try examining the table. [Doing tricks] Trickdoing is an action applying to nothing. Understand "do trick" as trickdoing. Instead of trickdoing, say "Yes, but which one?" A trick is a kind of thing. A trick can be performed or unperformed. Sword-swallowing is a trick. Sword-swallowing is unperformed. Rabbit-be-gone is a trick. Rabbit-be-gone is unperformed. Card-transformation is a trick. Card-transformation is unperformed. Levitation is a trick. Levitation is unperformed. Performing something is an activity. Rule for performing a performed trick: Say "You'd rather not try that trick again."; Stop the action. Descperfing something is an activity. Rule for descperfing levitation: say "Aha! The levitation trick! You leap into the air, meanwhile realizing that your great uncle never actually finished teaching you this trick. Instead, you face plant into the stage." Rule for descperfing sword-swallowing: say "Aha! The sword swallowing trick! You poise the sword above your open mouth, prepared to terrify and bewilder the audience -- when suddenly the sword fully retracts before the trick begins." Rule for descperfing rabbit-be-gone: say "Aha! The rabbit-be-gone trick! You wave the wand over the hat, then, after a dramatic pause, flip it over -- only to find Alice clinging to the inside. She pokes her head out the false top of the hat and looks up at you innocently before hopping out onto the table."; now Alice is on the table. Rule for descperfing card-transformation: say "Aha! The card transformation trick! You wave your wand over the cards, then pause for effect. As you reach to present the deck to the audience, several double-sided cards fall from your sleeves. You dart in a panic to restore them, but in doing so, knock the deck from the table. Cards flutter in every direction around you."; move the cards to the stage. Instead of examining the cards when the cards are on the stage, say "Your cards are scattered about." Instead of taking the cards when the cards are on the stage: say "You play 52-card pickup. The audience is not amused."; move the cards to the player. After performing an unperformed trick (called the magictrick): carry out the descperfing activity with the magictrick; now the magictrick is performed; change tricks done to tricks done plus one. [ "You catch sight of a particularly angry man with a heavy round face and a handlebar mustache hail a tomato salesman." ] [Audience reactions to tricks] Every turn when tricks done is zero, say "The audience murmurs impatiently." Every turn when tricks done is one, say "The audience stirs and titters nervously." Every turn when tricks done is two, say "The audience grows increasingly restless and angry." [Clusters of people are making their way to the exits; the rest are shouting insults. ] Understand "swallow [something]" as eating. Instead of eating the sword when the scene is stage show: carry out the performing activity with sword-swallowing; Instead of jumping when the scene is stage show: carry out the performing activity with levitation. Understand "fly" as jumping. Understand "levitate" as jumping. Instead of waving the wand when the scene is stage show: If Alice is in the hat: carry out the performing activity with rabbit-be-gone; Otherwise: If the cards are shuffled and the cards are on the table: carry out the performing activity with card-transformation; Otherwise: say "Maybe you should set up a trick first." Instead of shuffling the cards when the scene is stage show: say "You shuffle the cards and spread them out on the table."; now the cards are shuffled; move the cards to the table. Instead of singing when the scene is stage show: say "That's not really the particular talent you're here to display." Dancing is an action applying to nothing. Understand "dance" as dancing. Instead of dancing when the scene is stage show: say "That's not really the particular talent you're here to display." [Ending of this scene] When Stage Show ends: Say "[line break]With horror, out of the corner of your eye, you catch sight of a red fist-sized object sailing towards your face. You brace yourself for impact, squeezing your eyes shut... [italic type]it's all over now, all your hopes and dreams...[roman type][line break] Suddenly, everything goes quiet. Cautiously, you open your eyes. You can hardly believe them: hovering inches from your nose is a perfectly still tomato.[line break] Before you have time to react, a flash of white light floods your vision, accompanied by a deafening roar. And you begin to rise off the stage. This is no levitation illusion. You look above you to identify the source of the trick, but all you can see is blinding light. As you blink the spots from your eyes, you see the tomato, your top hat, and your rabbit Alice making the smooth ascent alongside you. Alice looks at you with wide, dumb eyes. [line break] You hear a hatch open above you just as your senses fade.[line break]"; [end the game saying "[italic type]Tune in next week for the next chapter![roman type]".;] remove the sword from play; remove the cards from play; move the tomato to the player; move the hat to the player; move the wand to the player; now the player is unconscious. test magic with "eat sword / shuffle cards / wave wand / jump"; [---------- Knocked out ------------] Knocked out is a scene. Knocked out begins when the player is unconscious. Knocked out ends when the player is conscious. Unconsciousness is a room. "It is pitch dark, and you can't see a thing." When Knocked out begins: move the player to Unconsciousness; the player awakens in three turns from now. xyzzying is an action applying to nothing. Understand "xyzzy" as xyzzying. Instead of xyzzying: say "You say the magic word, and you awaken safe and sound in your bed. It turns out everything was a dream, including your entire magical career. Oh well! You live a happy life as a green bean farmer."; end the game saying "You have done nebulously!". At the time when the player awakens: change the player to conscious. When Knocked out ends, now the player is abducted. [----------- Prisoner's Quarters ------------] A person can be abducted. A person can be trapped or free. Escape is a scene. Escape begins when the player is abducted. Escape ends when the player is free. When Escape begins: now the player is trapped; now Alice is in the cage; say " ************************************ You come to hazily. As the memories of your performance and its sudden ending return, you suspect it was all a dream. Then you open your eyes."; now the player is trapped; move the player to the long table. An alien is a kind of person. The medic is an alien. The medic carries a spectrum lens. The Medical Bay is a room. "The bare white walls look smooth and metallic. [if the player is trapped]You are strapped to a long table. [end if]A few feet away is a supply table." The long table is scenery in the medical bay. The long table is a supporter. The description of the long table is "It's a long metal table with a thin layer of cushioning." The supply table is scenery in the medical bay. The supply table is a supporter. The description of the supply table is "Strange tools adorn the supply table. You can't identify any of them by name." Some strange tools are on the supply table. The description is "The tools look strangely austere; they have rounded, undulating shapes and seamless exteriors." Instead of taking something when the player is trapped: say "All of your appendages are tightly secured to the long table." The cushioning is part of the long table. "It's not very comfortable." The straps are part of the long table. Instead of pulling the straps, say "You struggle and strain against the straps with all your might, but they seem only to get tighter." Instead of getting off the long table when the player is trapped: say "You can't. You're strapped to it." The ceiling is scenery in the medical bay. The release button is part of the ceiling. Instead of examining up: try examining the ceiling. A color is a kind of value. red, green, and blue are colors. The release button has a color. The color of the release button is blue. Instead of examining the ceiling: say "You see a glowing [color of the release button] button." Instead of examining the release button for the first time: say "Actually, although it has the shape of a button, it doesn't seem to be the kind one can press. It has some writing in a strange script. As you continue to stare at it, the color changes from blue to green."; now the color of the button is green; the medic enters in three turns from now. [this is here because it needs to override the later rule] Instead of examining the button when the player is wearing the lens: if the medic is in the medical bay: say "The medic rushes over to you in a sudden panic, snatches the lens from your eye, and gives you what you're certain is a scowl."; now the medic carries the lens; otherwise: if the right slider is extended: say "You look at the little glowing button on the ceiling through the lens. You continue staring as it shifts up through blue, and instead of fading through violet back to red, it continues into the higher energy color waves you previously couldn't see. At a certain frequency it stops and blinks, and the straps around your arms, legs and midriff snap apart, releasing you. Glorious freedom! But you are desperately worried about Alice. Where could they have taken her?"; now the player is free; otherwise: if the left slider is extended: say "You look at the little glowing button on the ceiling through the lens. You continue staring as it shifts up through blue, and instead of fading through violet back to red, it fades from violet to a strange, deep, somber color in a much lower energy range than you're used to seeing. You start to suspect that the button must activate something when it is observed to emit a certain frequency of light. But this doesn't seem like the right frequency."; otherwise: remove the lens from play; try examining the button; now the player wears the lens. [end] Instead of examining the button when the color of the button is green: say "As you stare at the button, its color fades from green to red."; now the color of the button is red. Instead of examining the button when the color of the button is red: say "As you stare at the button, its color fades from red to blue."; now the color of the button is blue. Instead of examining the button when the color of the button is blue: say "As you stare at the button, its color fades from blue to green."; now the color of the button is green. The script is part of the release button. The description is "The button seems to have some kind of a label, but it's written in lettering you can't read." Instead of pushing the release button: if the player is trapped: say "You're secured to the table; besides, it's too high to reach."; otherwise: say "It's too high to reach." At the time when the medic enters: move the medic to the medical bay; if the player is trapped: say "You hear footsteps in the hallway growing closer. You stop what you're doing and hold still, awaiting your fate. The doors to the medical bay spiral open, and a humanoid figure enters. Humanoid, yes, but certainly not human... a funnel of a mouth and set of three antennae adorn the creature's head. Its body is roughly human-shaped aside from the number and direction of a few joints, and its stature is small, forward-leaning, and scrawny. The creature approaches you, makes some indecipherable woodwind-like noises, picks up some suction cup-like devices, and attaches them to your head. Some peculiar artifact that looks like a cross between a compass and a monocle hangs from a thread around its neck."; the medic runs a test in two turns from now; otherwise: say "The doors of the medical bay open suddenly, and a small pale creature enters. Inasmuch as you can read its emotions, it seems surprised and frightened to see that you are no longer strapped to the long table. It raises a shaking finger in your direction, waves it in a wild gesture, and before you can yell in protest, you vanish from existence."; [Note: should not actually be possible] end the game in death. [Spectrum lens] Understand "device" or "compass" or "monocle" or "artifact" as the spectrum lens. Instead of examining the spectrum lens when the player does not carry the spectrum lens: say "It appears to be a lens with a pair of sliders on either side." A slider is a kind of thing. A slider can be extended or contracted. The right slider is a slider. The right slider is part of the spectrum lens. The right slider is contracted. The left slider is a slider. The left slider is part of the spectrum lens. The left slider is extended. Instead of examining an extended slider : say "[The noun] is extended." Instead of examining a contracted slider: say "[The noun] is contracted." Understand "extend [something]" as pulling. Understand "contract [something]" as pushing. Instead of pulling an extended slider, say "It's extended as far as it will go." Instead of pushing a contracted slider, say "It's contracted as far as it will go." Sliding is an action applying to one thing. Understand "slide [something]" as sliding. Instead of sliding a contracted slider (called it), try pulling it. Instead of sliding an extended slider (called it), try pushing it. Instead of pulling a contracted slider (called the slider-in-question): say "You develop the intent to extend [the noun], but before you can even attempt to do so, [the noun] responds you your will and slides outward."; now the slider-in-question is extended; if the player is wearing the lens: try looking through the lens. Instead of pushing an extended slider (called the slider-in-question): say "You develop the intent to contract [the noun], but before you can even attempt to do so, [the noun] responds to your will and slides inward."; now the slider-in-question is contracted; if the player is wearing the lens: try looking through the lens. Instead of pushing or pulling a slider when the player does not carry the lens and the player is not wearing the lens: say "You don't have the lens!" Looking through is an action applying to one thing. Understand the command "look through [something]" as something new. Understand "look through [something]" or "peer through [something]" as looking through. Before looking through something (called the haystack): if the haystack is not the spectrum lens: try searching the haystack; otherwise: if the player is holding the spectrum lens or wearing the spectrum lens: say "You peer through the little lens."; otherwise: say "You're not holding the lens!"; stop the action. Carry out looking through the lens: if the right slider is contracted and the left slider is contracted: say "Everything looks ordinary."; if the right slider is contracted and the left slider is extended: say "The world looks eerily different: some colors around the room seem richer; in particular, they feel slower, somehow."; if the right slider is extended and the left slider is contracted: say "The world looks eerily different: some colors around the room seem richer; in particular, more vibrant and full of energy."; if the right slider is extended and the left slider is extended: say "You are dazzled by the symphony of colors you can see! So many that you never knew existed: some lower and mellower, some vibrant and brassy." Report looking through the lens: if the player is not wearing the lens: say "If you want to look at something in particular, try wearing the lens and then examining the thing in question." After wearing the lens: try looking through the lens. [random] Instead of wearing something (called the article) when the player is trapped: try taking the article. [Medic] Understand "creature" as the medic. Instead of telling the medic about something: say "The medic perks up and listens to you, but seems not to understand." Instead of answering the medic that something: say "The medic perks up and listens to you, but seems not to understand." The description of the medic is "Short, scrawny creature with unearthly anatomy. This one seems in charge of variously caring for your health and performing experiments on you." At the time when the medic runs a test: if the medic is in the medical bay: say "The medic, after scrambling about making notes and examining tools, rushes to your side and places the lens over one of your eyes, shading the other one with a spindly hand. He makes a strange gesture in the air, summoning what appears to be a monitor displaying some cryptic wave-like data."; now the player wears the lens; try looking through the lens; the medic stops the test in two turns from now. At the time when the medic stops the test: if the medic is in the medical bay: if the player wears the lens: say "The medic removes the lens from your eyes and begins scrutinizing the data he collected."; now the medic carries the lens; the medic runs a test in two turns from now; otherwise: the medic runs a test in zero turns from now. Instead of dropping the tomato when the player is trapped: if the medic is in the medical bay: if the player is wearing the lens: say "You all of a sudden become aware of the fact that you're holding the rotten tomato in your left hand. Perhaps it was not confiscated from you because it was believed to be part of your anatomy. At any rate, you clearly have no need for a rotten piece of fruit (or is it vegetable these days?), so you toss the tomato as hard as you can with your wrist as your sole degree of freedom, and it splatters all over the floor. The medic appears to be in sudden great distress. He gawks at the slimy red mess on the floor, but doesn't dare to touch it. Out of ideas, he leaves the room."; move the medic to the Helm; remove the tomato from play; otherwise: say "You could probably distract the medic by making a tomatoey mess on the floor, but you'd really like to get a hold of that lens thingy first."; otherwise: say "You are dimly aware of possessing the tomato, but you feel no compulsion to let go of it at the moment." [After having escaped] There is an ognobulator. Understand "tool" and "strange tool" as the ognobulator. The description of the ognobulator is "You are somehow dimly aware that this thing is called an ognobulator. It's basically a sleek metallic rod." The printed name of the ognobulator is "strange tool". After examining the ognobulator: now the printed name of the ognobulator is "ognobulator". Instead of taking the strange tools: say "You don't feel right stealing aimlessly from these creatures. ... Oh, alright... you take just one of the weird objects."; move the ognobulator to the player. test all with "test magic / z / z / z / x button / x button / z / z / z / z / z / drop tomato / extend left slider / extend right slider / x button". [ Ognobulator stuff ] Instead of waving the ognobulator when the player is in the Hallway: say "You hear a faint impression of voices echoing in your head, and a compulsion to head northward." Instead of waving the ognobulator when the player is in More Hallway: say "The distinct sound of voices echoes in your head. An image of Alice flashes across your eyes. You feel compelled to continue northward." Instead of examining the ognobulator for the fourth time: say "Come to think of it, it seems to be exactly the same form and size as your wand." [ --- Hallway --- ] The Hallway is west of the medical bay. The description of the hallway is "This is the hallway of a spaceship. To the north is more hallway; to the south is an open door emitting an eerie glow." ["To the east is the medical bay. There is a spiral door to the west, more hallway to the north, and a sliding door to the south."] [ --- Engine room --- ] An alien can be intelligible or unintelligible. The engine room is south of the hallway. The description is "This looks like the ship's engine room. Catwalks stretch around hollow, transparent pillars; the room is dimly lit with an eerie green glow." The pillars are scenery in the engine room. The description is "Transport tubes, maybe? You'd better leave them alone." The catwalk is scenery in the engine room. The description is "You'd rather not venture out onto the catwalk; it looks dangerous." The mechanic is an alien. The mechanic is in the engine room. The mechanic is unintelligible. The description of the mechanic is "The mechanic doesn't seem to notice you. This one has subtly different characteristics from the medic, perhaps indicating a different gender." Instead of answering the mechanic that something when the mechanic is unintelligible for the first time: if the player carries the ognobulator: say "The mechanic looks startled. She starts to emit strange, hollow sounds -- probably speech -- but then stops at your lack of comprehension and gestures toward [the ognobulator]."; otherwise: say "The mechanic looks startled. She starts to emit strange, hollow sounds -- probably speech -- but then stops at your lack of comprehension." Instead of answering the mechanic that something when the mechanic is unintelligible: if the player carries the ognobulator: say "The mechanic gestures toward [the ognobulator]."; otherwise: say "The mechanic can't understand you." Instead of asking the mechanic about something when the mechanic is unintelligible: if the player carries the ognobulator: say "The mechanic gestures toward [the ognobulator]."; otherwise: say "The mechanic can't understand you." Instead of asking the mechanic about "ognobulator" when the mechanic is unintelligible: say "The mechanic waves a spindly hand in the air as if in demonstration." Instead of asking the mechanic about "strange tool" when the mechanic is unintelligible: say "The mechanic waves a spindly hand in the air as if in demonstration." Instead of waving the ognobulator when the player is in the engine room: say "You wave [the ognobulator]. A tangible dawning of understanding arises between you and the mechanic."; now the mechanic is intelligible. Instead of answering the mechanic that "hello" when the mechanic is intelligible: say "You understand the woodwindy noises coming from the mechanic's mouth to be a hasty greeting."; say " the creature realizes. ". Instead of answering the mechanic that something when the mechanic is intelligible: say "" Instead of asking the mechanic about "lens" when the mechanic is intelligible: say " she stops short and turns away." Instead of asking the mechanic about "ognobulator" when the mechanic is intelligible: say "" [ --- More hallway --- ] More Hallway is north of the hallway. The description of More Hallway is "Identical to the hallway to the south. You hear voices ahead." Instead of going north from More Hallway when the mechanic is unintelligible: say "You suspect you'll be noticed, and you have no way to explain yourself intelligibly. Maybe you should explore some more of the ship first." [---------------- Helm ---------------] The Helm is north of More Hallway. The helm door is an open door. The helm door is south of the helm. The helm door is unopenable. The helm door is scenery. Before going north from More Hallway when the mechanic is intelligible: say "You step into a high-domed room and notice the medic here, along with another alien creature of even shorter stature. On the floor is a glass-like cage containing Alice. Your heart leaps with joy to see your dear Alice again, but now you are faced with the stares of your captors. A spiral door spins shut behind you."; now the helm door is closed; The description of the helm is "This appears to be the control room of the ship. Monitors and meters displaying various information about the ship and its surroundings cover the walls." The Captain is an alien. The captain is in the helm. The cage is a transparent container in the helm. The cage is closed. Instead of taking the cage, say "The captain won't let you get near it." Instead of opening the cage, say "The captain won't let you get near it." The captain is unintelligible. The medic is unintelligible. An animal can be intelligible or unintelligible. Instead of examining Alice when the player is abducted: say "Peculiar. She seems to be bioluminescent now." Instead of waving the ognobulator when the player is in the helm: say "A dawn of understanding glows between you and the creatures here. Including Alice, whose simple thoughts now permeate the room like the sound a bubbling fountain."; now the captain is intelligible; now the medic is intelligible; now alice is intelligible. Instead of listening to Alice when Alice is intelligible: say " She scratches. " Instead of answering the captain that something when the captain is unintelligible: say "The captain looks at you impatiently and without understanding." Instead of answering the captain that something when the captain is intelligible: say "The captain looks as though he's about to respond, drawing a deep breath, but instead lets it out in a hollow, oboe-like sigh. he begins, looking you up and down: "; if the player consents: say "The captain gets a twinkle in his inky, alien eye and engages the ship's warp drive. Before you know it, you're munching on tea and biscuits while watching a beautiful supernova, Alice by your side. An auspicious beginning, you think."; end the game in victory; otherwise: say "You wake up in a haze as the sunlight creeps in through your eyelids. Your mother runs into your room and reminds you shrilly that tonight is the night of your big opening performance. Excitement and optimism flood your thoughts: this is the night you're going to make it big."; end the game saying "You have gone back to the beginning". [The hatch is a door in the helm.] [XXX alice mutated in some way? glowing?] [XXX work out this part (the ending) next; fill in other stuff as necessary to get here.] [ - you have to find translator(s) (separate voice and earpieces?) to communicate w/aliens ] [ XXX old unused code The Prisoner's Quarters is a room. "You are in a square, bare room with metal walls." The hatch is a closed door. It is not lockable. The hatch is north of the prisoner's quarters. Instead of examining the hatch when the hatch is closed, say "It's round and consists of several radial interlocking plates. You can't believe the nerve of them locking you in here." Before eating something while in the prisoner's quarters: say "You're not that desperate yet."; stop the action. Instead of opening the hatch, say "You struggle and pry at the interlocking plates, achieving nothing." A wall is a kind of supporter. It is usually scenery. The east wall, south wall, and west wall are walls in the prisoner's quarters. Understand "walls" as a wall. Instead of examining the west wall, say "A cold, bare steel wall." Instead of examining the south wall, say "A cold, bare steel wall." Instead of examining the east wall, say "You see a keypad here." Instead of examining west when in the prisoner's quarters, try examining the west wall. Instead of examining south when in the prisoner's quarters, try examining the south wall. Instead of examining east when in the prisoner's quarters, try examining the east wall. Instead of examining north when in the prisoner's quarters, try examining the hatch. The ceiling is scenery in the prisoner's quarters. "You see a vent." The vent is part of the ceiling. Instead of examining up when in the prisoner's quarters, try examining the ceiling. The keypad is a thing on the east wall. The description of the keypad is "The keypad has four buttons: red, yellow, green, and blue." The keypad is fixed in place. A keybutton is a kind of thing. The red button is a keybutton that is part of the keypad. The yellow button is a keybutton that is part of the keypad. The green button is a keybutton that is part of the keypad. The blue button is a keybutton that is part of the keypad. After pushing a keybutton for the fourth time, say "BOO!" ]