"Escape From Echo Base" by Alex Gibbins-Stark The release number is 1. The story creation year is 2017. The story genre is "Science Fiction". The story headline is "An Interactive Adventure". The story description is "Echo Base is under Imperial assault - can you escape?". Part 1 - Activities and Kinds To say verbword: (- print (address) verb_word; -). Section 1 - Examining A thing can be examined or unexamined. After taking something unexamined: say "Taken. [run paragraph on]"; try examining the noun. Carry out examining something: now the noun is examined. Section 2 - Breaking and Fixing A thing is either broken or unbroken. A thing is usually unbroken. A thing can be fixable or unfixable. A thing is usually fixable. To fix is a verb. To try is a verb. Understand the command "fix" as something new. Fixing is an action applying to one thing. Understand "fix [something]" as fixing. Understand "repair [something]" as fixing. Understand "mend [something]" as fixing. Check an actor fixing a thing (this is the fixing a thing with an implicit tool rule): if a tool is carried by the actor: let T be a random tool carried by the actor; say "[The actor] [try] to fix [the noun] with [the T]."; try the actor fixing the noun with T; otherwise if a tool is part of the actor: let T be a random tool part of the actor; try the actor fixing the noun with T; otherwise: say "[The actor] [can't fix] [the noun] without a tool."; stop the action. Understand "fix [something] with [something]" as fixing it with. Understand "repair [something] with [something]" as fixing it with. Understand "mend [something] with [something]" as fixing it with. Fixing it with is an action applying to two things. Check an actor fixing an unfixable thing with a thing (this is the can't fix unfixable things rule): say "[The noun] [can't be] fixed!"; stop the action. Check an actor fixing an unbroken thing with a thing (this is the can't fix unbroken things rule): say "[The noun] [are] not broken!"; stop the action. Check an actor fixing a thing with a broken tool (this is the can't fix with a broken tool rule): say "[The second noun] [are] broken and can't be used to fix [the noun]."; stop the action. Carry out an actor fixing a broken thing with an unbroken tool: now the noun is unbroken; continue the action. Report an actor fixing a thing with a tool: say "[The actor] [fix] [the noun] with [their] [second noun]." Section 3 - Broken Devices Instead of switching on or switching off a broken device for the first time: say "Nothing happens - [the noun] must be broken." Instead of switching on or switching off a broken device for more than the first time: say "[The noun] must still be broken." Section 4 - Lights A light is a kind of device. A light is usually switched off. Carry out switching on a light: now the noun is lit. Carry out switching off a light: now the noun is not lit. Section 5 - Tools A tool is a kind of thing. Section 6 - Toggleable Devices A toggleable device is a kind of device. Understand "push [switched off device]" or "press [switched off device]" as switching on. Understand "push [switched on device]" or "press [switched on device]" as switching off. Section 7 - Controlled Doors Controlling relates one device to one door. The verb to be the master of implies the controlling relation. The verb to be the slave of implies the reversed controlling relation. Definition: a door is controlled if it is the slave of something. Definition: a door is controlling if it is the master of something. After switching on a device: If the noun is the master of a door (called slave): try the noun opening the slave; continue the action. After switching off a device: If the noun is the master of a door (called slave): try the noun closing the slave; continue the action. Report switching on a device: If the noun is the master of a door (called slave): stop the action. Report switching off a device: If the noun is the master of a door (called slave): stop the action. To shift is a verb. Check an actor opening a controlled door: if the actor is not the master of the noun: say "[The actor] [can't shift] [the noun] by hand." instead. Check an actor closing a controlled door: if the actor is not the master of the noun: say "[The actor] [can't shift] [the noun] by hand." instead. Carry out an actor opening a controlled door: now the noun is open. Carry out an actor closing a controlled door: now the noun is closed. Report an actor opening a controlled door: say "[The noun] [open]."; stop the action. Report an actor closing a controlled door: say "[The noun] [close]."; stop the action. Section 8 - Sedating Understand "sedate [person]" as sedating. Sedating is an action applying to one visible thing. To sedate is a verb. Check an actor sedating a person (this is the can't sedate a sleeping or dead person rule): if the noun is asleep: say "They're already asleep."; stop the action; otherwise if the noun is dead: say "A dead person can't be sedated."; stop the action. Check an actor sedating a person (this is the can't sedate without a hypo rule): if a hypo is carried by the actor: continue the action; otherwise if a hypo is part of the actor: continue the action; otherwise: say "[The actor] [can't sedate] [the noun] without a hypo."; stop the action. Check an actor sedating a droid (this is the droids can't be sedated rule): say "A droid can't be sedated."; stop the action. Carry out an actor sedating a person: say "[The actor] [sedate] [the noun]."; try the noun sleeping. Section 9 - Sleeping The block sleeping rule is not listed in the check sleeping rulebook. To fall is a verb. Carry out an actor sleeping: say "[The actor] [fall] asleep."; now the actor is asleep. Section 10 - Waking The block waking rule is not listed in the check waking rulebook. The block waking up rule is not listed in the check waking up rulebook. To wake is a verb. Check an actor waking an awake person: say "[The noun] is already awake."; stop the action. Check an actor waking a dead person: say "You doubt whether you'll be able to wake [the noun] up, considering [regarding the noun][they] [are] dead..."; stop the action. Check an actor waking an awake droid: say "You're not sure if [the noun] is capable of sleep."; stop the action. Check an actor waking an dead droid: say "Shaking [the noun] won't make [them] work again."; stop the action. Carry out an actor waking a person: try the noun waking up. Check an actor waking up (this is the check actor is awake rule): if the actor is awake and the actor is not a droid: say "[The actor] [are] already awake."; stop the action. Carry out an actor waking up (this is the waking up rule): now the actor is awake. Report an actor waking up: say "[The actor] [wake] up." Section 11 - Diagnosing Understand "diagnose [person]" as diagnosing. Diagnosing is an action applying to one visible thing. Check an actor diagnosing a person: If the actor is not a medical droid: say "Only medical droids are qualified to offer diagnoses."; stop the action. Section 12 - Drinking The block drinking rule is not listed in the check drinking rulebook. Section 13 - Picking up and dropping people The can't take other people rule is not listed in the check taking rulebook. Check an actor taking an awake person: say "[The noun] [do] not wish to be picked up."; stop the action. Check an actor taking a person: if the actor is not strong: say "[The actor] [are] not strong enough to carry [the noun]."; stop the action. Persuasion rule for asking a person to try taking a person: persuasion fails. Carry out an actor taking a person: now the noun is carried by the actor. Section 14 - Caves A cave is a kind of room. A cave is usually dark. Rule for printing the description of a dark room: say "It is pitch black. You are likely to be eaten by a wampa."; try listening instead. Section 15 - Giving The block giving rule is not listed in the check giving it to rulebook. Section 16 - Spaceships A spaceship is a kind of vehicle. A vehicle has some text called the inner description. Instead of going up to Hoth Orbit when the player is not in a spaceship: say "You are not in a spaceship and you will not go to space today!" Check an actor going somewhere by spaceship (called ship): if the actor is not a pilot: say "[The actor] [are] not qualified to fly [the ship]."; stop the action. Check going somewhere by a broken spaceship (called ship): say "[The ship] [are] damaged and [can] no longer fly."; stop the action. Check going somewhere by a spaceship (called ship): if somewhere is not in Outdoors or somewhere is not in Space: say "[The ship] can't fly there."; stop the action. Understand "jump to hyperspace" as jumping to hyperspace. Jumping to hyperspace is an action applying to nothing. To jump is a verb. Check an actor jumping to hyperspace: if the actor is not in a spaceship: say "[The actor] [aren't] in a spaceship!"; stop the action. Check an actor jumping to hyperspace: if the actor is not a pilot: say "[The actor] [don't] know how to engage the hyperdrive."; stop the action. Check an actor jumping to hyperspace: if the actor is not in space: say "[The actor] [can't engage] the hyperdrive in a gravity well."; stop the action. Check an actor jumping to hyperspace: if the actor is in hyperspace: say "[The actor] [are] already in hyperspace!"; stop the action. Check an actor jumping to hyperspace: if the actor is in a spaceship (called the ship): if the ship is broken: say "[regarding the ship][The ship] hyperdrive is broken."; stop the action. Carry out an actor jumping to hyperspace: if the actor is in a spaceship (called the ship): move the ship to Hyperspace. To engage is a verb. Report an actor jumping to hyperspace: say "[The actor] [engage] the hyperdrive."; try looking. Section 17 - Thermal Detonator The thermal detonator is a thing. The detonator can be armed or disarmed. It is disarmed. The detonator has a number called countdown. The countdown of the detonator is three. The description is "A standard fusion-based explosive device. Once armed, has a three-second fuse and a 6m blast radius." Understand "detonator" as thermal detonator. Understand "arm [detonator]" as arming. Arming is an action applying to one carried thing. To arm is a verb. Check arming: if the noun is armed, say "[The noun] is already armed." instead. Carry out arming: now the noun is armed. Report arming: say "[The actor] [arm] [the noun]." Understand "disarm [detonator]" as disarming. Disarming is an action applying to one carried thing. To disarm is a verb. Check disarming: if the noun is disarmed, say "[The noun] is not armed." instead. Carry out disarming: now the noun is disarmed; now the countdown of the noun is 3. Report disarming: say "[The actor] [disarm] [the noun]." Every turn when the detonator is armed: let the count be the countdown of the detonator; let the place be the location of the detonator; if the player is in the place begin; if the count is 3, say "The detonator whines softly."; if the count is 2, say "The detonator whines softly."; if the count is 1, say "The detonator whines loudly."; if the count is 0, say "The detonator explodes!"; end if; if the player is not in the place begin; if the count is 0, say "You hear an explosion."; end if; if the count is 0 begin; let targets be the list of things who are in the place; now the detonator is disarmed; now the detonator is nowhere; repeat with target running through targets begin; if the target is a person, now the target is dead; if the target is not a person, now the target is broken; if the target is not a person, now the target is unfixable; end repeat; if the place is the Cornice begin; now the place is collapsed; end if; end if; now the countdown of the detonator is the countdown of the detonator - 1. Section 18 - Looking at/with Understand "look [direction]" as facing. Facing is an action applying to one visible thing. Check facing the direction: let the viewed location be the room noun from the location; if viewed location is a room: try looking toward the viewed location. Report facing: let the viewed location be the room noun from the location; if viewed location is not a room: say "There's nothing to see in that direction." Instead of facing up: if the location is in Outdoors: say "A brilliant blue sky, marred by the contrails of snowspeeders and TIE strikers."; otherwise if the location is in Echo Base: say "Ice and cables, mostly."; otherwise if the location is in Space: say "You're not sure which way is up."; otherwise: say "You see nothing special." Instead of facing down: if the location is in Outdoors: say "A brilliant blue sky, marred by the contrails of snowspeeders and TIE strikers."; otherwise if the location is in Echo Base: say "A muddy plasteel grating."; otherwise if the location is in Space: say "You're not sure which way is down."; otherwise: say "You see nothing special." Understand "look toward/towards [any adjacent room]" as looking toward. Looking toward is an action applying to one visible thing. Report looking toward: say "You see [the noun]." A viewing thing is a kind of thing. Understand "look [direction] with [a thing]" as looking with. Looking with is an action applying to one visible thing and one carried thing. Check looking with: let the viewed location be the room noun from the location; if viewed location is not a room: stop the action. Carry out looking with: let the viewed location be the room noun from the location; if the location is in Outdoors and the second noun is a viewing thing: say "Through [the second noun], you can see: [The description of the viewed location]." Section 19 - Throwing Understand "throw [thing] [direction]" as throwing it towards. Throwing it towards is an action applying to one carried thing and one visible thing. To throw is a verb. Check throwing a thing towards a direction: let the target be the room second noun from the location; if target is not a room: say "[The actor] [can't throw] [the noun] [second noun]."; stop the action. Carry out throwing a thing towards a direction: let the target be the room second noun from the location; now the noun is in the target. Report throwing it towards: say "[The actor] [throw] [the noun] [second noun]." Section 20 - Ion Cannon Understand "fire [thing]" as firing. Firing is an action applying to one thing. To fire is a verb. Check firing a thing: If the noun is not the ion cannon control: say "[The actor] [can't fire] [the noun]."; stop the action. Carry out firing the ion cannon: now the Star Destroyer is broken. Report firing: say "[The actor] [fire] [the noun]." Section 21 - Food A food item is a kind of thing. A food item is always edible. A food item has a number called nutrition. A squeeze bulb is a kind of food item. The nutrition of a squeeze bulb is 20. The description is "A squeeze bulb of blue milk. Smells a bit cheesy." Understand "blue" and "milk" as squeeze bulb. A ration bar is a kind of food item. The nutrition of a ration bar is 20. The description is "An Imperial-issue ration bar. Probably made from bantha meat." Carry out eating a food item: now the stamina of the actor is the stamina of the actor + the nutrition of the noun; move the noun to Dispenser Limbo. Instead of drinking a squeeze bulb: try eating the noun. Report eating the ration bar: say "Tasty. Eight out of ten Imperial commanders say their stormtroopers prefer it."; stop the action. Report eating the squeeze bulb: say "Just like Aunt Beru used to make."; stop the action. Section 22 - Food Dispenser A dispenser is a thing. The description is "The Nutrimat 9000 can dispense both food and drink, but makes no guarantees regarding edibility. There is a food button and a drink button on the dispenser, and a hopper into which items are dispensed." The food button is part of a dispenser. Instead of pushing the food button: say "You push the button."; let choice be a random ration bar in Dispenser Limbo; if choice is nothing: say "The dispenser makes a click, but nothing drops out."; otherwise: move the choice to the player; say "A ration bar drops into the hopper and you pick it up.". There are 10 ration bars in Dispenser Limbo. The drink button is part of a dispenser. Instead of pushing the drink button: say "You push the button."; let choice be a random squeeze bulb in Dispenser Limbo; if choice is nothing: say "The dispenser makes a click, but nothing drops out."; otherwise: move the choice to the player; say "A squeeze bulb drops into the hopper and you pick it up.". There are 10 squeeze bulbs in Dispenser Limbo. Section 23 - Climate and Clothing A room has a number called temperature. A person has a number called stamina. Stamina is initially 100. Clothing is a kind of wearable thing. Clothing has a number called warmth. The boots are clothing. The boots are plural-named. The warmth of the boots is 5. The description of the boots is "Standard Imperial boots for cold climates, trimmed with synthetic womprat fur. Rather muddy." The fatigues are clothing. The fatigues are plural-named. The warmth of the fatigues is 5. The description of the fatigues is "A one-piece beige coverall with padded knees and plenty of pockets." The warm jacket is clothing. The warmth of the warm jacket is 10. The description is "Lined with genuine tauntaun fur, this jacket smells bad on both the inside and outside." The cap is clothing. The warmth of the cap is 5. The description is "A tan and white cap with ear flaps. Not stylish, but warm." The spacesuit is clothing. The warmth of the spacesuit is 10. The description is "A pressure suit - don't leave your spaceship without it." Every turn: let clothes be the list of things worn by the player; let X be warming applied to clothes; let W be the summing reduction of X; let effective temperature be the temperature of the location + W; now the stamina of the player is the stamina of the player + the effective temperature; if the stamina of the player is greater than 100: now the stamina of the player is 100. To decide what number is warm (L - a clothing) (this is warming): decide on the warmth of L. To decide what number is the sum of (N - a number) and (M - a number) (this is summing): decide on N + M. To slip is a verb. Every turn: let S be the stamina of the player; let P be a random thing carried by the player; if S < 0: say "You freeze to death."; now the player is dead; otherwise if S < 25: say "You are freezing and must find shelter soon.[if P is not nothing] The [P] [regarding P][slip] from your fingers.[end if]"; if P is not nothing: try silently the player dropping P; otherwise if S < 50: say "You are feeling very cold.[if P is not nothing] Your hands are numb and you're finding it difficult to hold onto your [P].[end if]"; if P is not nothing: try silently the player dropping P; otherwise if S < 75: say "You are feeling cold."; otherwise if S < 100: say "You are feeling chilly." Section 24 - Conversation A person has a table name called conversation. A person has text called ignorant response. Instead of asking an awake person about a topic: let answers be the conversation of the noun; let L be the location of the noun; repeat through the answers: if the topic understood includes topic entry: if there is a location entry: if L is the location entry or L is in the location entry: say "[reply entry][paragraph break]"; rule succeeds; otherwise: say "[reply entry][paragraph break]"; rule succeeds; say "[the ignorant response of the noun]". Instead of asking an awake person about a topic: say "[the ignorant response of the noun]". Instead of asking an asleep person about a topic: say "[The noun] [do] not respond." Instead of asking a dead person about a topic: say "[The noun] [seem] a little more quiet than usual." To seem is a verb. Part 2 - Characters A person is either awake or asleep or dead. A person is usually awake. Definition: A person is alive if it is awake or it is asleep. A person is either weak or strong. A person is usually weak. Before printing the name of an asleep person while looking: say "sleeping ". Before printing the name of a dead person while looking: if the person is a droid: say "non-functional "; otherwise: say "dead ". After printing the name of a strong person (called the carrier) while looking: let L be the list of people carried by the carrier; if the number of entries in L is greater than 0: say " (carrying [L with definite articles])". Section 1 - The Player The player is wearing boots. The player is wearing fatigues. The player is in the Canteen. The description is "A bit of a scruffy nerf-herder." Section 2 - Droids A droid is a kind of person. A droid is usually neuter. A droid is usually awake. Persuasion rule for asking a dead droid (called the droid) to try doing something: say "[The droid] does not respond."; persuasion fails. Persuasion rule for asking awake droids to try going: persuasion succeeds. An astromech droid is a kind of droid. Persuasion rule for asking awake astromech droids to try fixing: persuasion succeeds. Persuasion rule for asking awake astromech droids to try fixing with: persuasion succeeds. Persuasion rule for asking awake astromech droids to try sedating a person: say "Astromech droids are not programmed for that."; persuasion fails. Persuasion rule for asking awake astromech droids to try diagnosing a person: say "Astromech droids are not programmed for that."; persuasion fails. A medical droid is a kind of droid. Persuasion rule for asking awake medical droids to try sedating a person: persuasion succeeds. Persuasion rule for asking awake medical droids to try diagnosing a person: persuasion succeeds. Persuasion rule for asking awake medical droids to try fixing: say "Medical droids are not programmed for that."; persuasion fails. Persuasion rule for asking awake medical droids to try fixing with: say "Medical droids are not programmed for that."; persuasion fails. Persuasion rule for asking awake medical droids to try taking a person: persuasion succeeds. Persuasion rule for asking awake astromech droids to try taking a person: say "Astromech droids are not programmed for that."; persuasion fails. Persuasion rule for asking awake droids to try dropping a person: persuasion succeeds. Persuasion rule for asking awake droids to try entering a vehicle: persuasion succeeds. persuasion rule for asking awake droids to try exiting: persuasion succeeds. Section 3 - R2D5 R2D5 is an astromech droid. R2D5 is proper-named. The description is "[if dead]The burnt-out hulk of a[otherwise]A[end if] rather battered R2 series astromech droid, accented in green. On the back of its dome, it bears a [if dead]scorched[end if] sticker reading 'I [unicode 9829] YAVIN IV'. It is equipped with the a standard set of droid tools." Instead of examining awake R2D5 for the second time: say "'Beep-boop!' You sense that R2D5 does not like all this attention." The droid tool is a tool. The droid tool is not broken. The droid tool is part of R2D5. Understand "astromech", "astromech droid", "r2" as R2D5. Understand "droid tools" as droid tool. Report giving something to R2D5: say "You give [the noun] to R2D5.[paragraph break]"; say "Boop-boop! Beep!"; try R2D5 dropping the noun; stop the action. The conversation of R2D5 is Table of R2D5 Topics. The ignorant response of R2D5 is "'Boop-beep?". Table of R2D5 Topics topic reply location "blast door" or "blast doors" or "doors" "'Boop-beep-boop boop. Boop beep boop.'" Hangar "transport/bird" or "whispering bird" "'Beep-boop-boop.'" -- "qq9" "'Boop. Boop-boop. Boop.'" -- "r2d5/himself" "'Boop boop-beep beep.'" -- "echo base" "'Beep-beep-boop.'" -- Section 4 - QQ9 QQ9 is a medical droid. QQ9 is proper-named. QQ9 is strong. The description is "[if dead]The burnt-out hulk of a[otherwise]A[end if] rather old-fashioned model 2-1B.[if alive] Good at treating injuries, but with a poor bedside manner.[end if] It is equipped with the standard hypo attachment." Understand "med droid", "surgical droid", "medical droid" as QQ9. The hypo is part of QQ9. Instead of giving something to QQ9: say "'I'm afraid that I don't care much for that." The conversation of QQ9 is Table of QQ9 Topics. The ignorant response of QQ9 is "'I'm afraid that I don't know anything about that.'" Table of QQ9 Topics topic reply location "bacta/tank" or "bacta tank" "'I'm afraid that the bacta tank has been decommissioned as part of the evacuation.'" Medbay "bacta/tank" or "bacta tank" "'The bacta tank is in the medbay, but I'm afraid that it's no longer operational.'" -- "attack/assault" "'You seem to be rather agitated about the attack. Would you care for a sedative?'" -- "transport/bird" or "whispering bird" "'I understand that the last transport is waiting on the landing pad for General Dodonna. In the mean time, would you care for a sedative?'" -- "transport/bird" or "whispering bird" "'In order to reduce the General's anxiety, I suggest we board the transport and make good our escape.'" Landing Pad "r2d5" "'A most frustrating droid.'" -- "general/dodonna" or "general dodonna" "'The General is coordinating the defence of Echo Base. I'm very concerned for his well-being.'" -- "qq9/himself" "'I am a model 2-1B medical droid. I am able to both diagnose and sedate patients.' It waves its hypo helpfully." -- "me" "'Would you like me to diagnose you?'" -- "echo base" "'Echo Base has the standard medical facilities for a forward base, including a bacta tank'" -- "sedative/sedation" "'Remarkably effective in cases of anxiety.' He brandishes his hypo." -- "diagnose/diagnosis" "'I am able to diagnose over five thousand different illnesses and complaints.'" -- Instead of asking awake QQ9 to try diagnosing Dodonna: say "'The General appears to be suffering from stress and anxiety. I recommend that he be sedated.'" Instead of asking awake QQ9 to try diagnosing Mila Mondatha: say "'Sedation would interfere with her ability to pilot a spaceship.'" Instead of asking awake QQ9 to try diagnosing the player: say "'How strange - it's almost as if you're being controlled by some external force. I recommend a sedative.'" Instead of asking awake QQ9 to try diagnosing R2D5: say "'I suspect that the problem lies in his programming.'" Instead of asking awake QQ9 to try diagnosing QQ9: say "'I'm afraid that I'm not programmed for introspection.'" Instead of asking awake QQ9 to try diagnosing the snowtrooper: say "'I recommend interrogation rather than sedation.'" Section 5 - General Dodonna General Dodonna is a man. Dodonna is proper-named. The description is "[if dead]The lifeless and bloodied body of a[otherwise if asleep]The sleeping body of a[otherwise]A[end if] serious looking man with white hair and a beard. On his uniform you see the rank insignia of a general.[if detonator is carried by Dodonna] He has a thermal detonator clipped to his belt.[end if]" Understand "dodonna" as General Dodonna. Persuasion rule for asking awake Dodonna to try going: if Dodonna is in the Control Room: say "'I won't leave the control room at this time.'"; persuasion fails; otherwise: persuasion succeeds. Persuasion rule for asking awake Dodonna to try entering a vehicle: persuasion succeeds. persuasion rule for asking awake Dodonna to try exiting: persuasion succeeds. Instead of giving something to Dodonna: say "'I'm [one of]too busy for[or]not interested in[at random] that." The conversation of Dodonna is Table of Dodonna Topics. The ignorant response of Dodonna is "'[one of]I'm too busy to discuss that[or]I haven't time to talk about that[at random].'" Table of Dodonna Topics topic reply location "attack/assault" "'We're holding them off for the moment,' he says, 'but if those walkers get in range of the main generator, we're finished.'" Control Room "attack/assault" "'The Imperials are too powerful for us. We must evacuate Echo Base and head for the transport.'" -- "generator" "'The shield generator should hold - I hope.'" Control Room "generator" "'It's only a matter of time before the walkers destroy the shield generator - we must evacuate while we can.'" Echo Base "generator" "'It's holding, for now at least.'" Generator "escape" "'There's a rebel transport waiting on the landing pad for the last few stragglers.'" Control Room "escape" "'We need to jump to hyperspace.'" Hoth Orbit "escape" "'We need to take off and make for orbit.'" Landing Pad "escape" "'We need to head for the transport as quickly as possible.'" -- "echo base" "'Echo Base is finished. We'll hold the Imperials off while we finish evacuating and then set the generator to self-destruct.'" Control Room "transport/bird" or "whispering bird" "'We'll provide covering fire for the transport with the ion cannon while we can.'" Control Room "transport/bird" or "whispering bird" "'A most reliable ship - I'm glad the pilot waited for us.'" Space "transport/bird" or "whispering bird" "'We need to head for the transport as quickly as possible.'" -- "ion/cannon" or "ion cannon" "'The ion cannon can be fired using the controls here.'" Control Room "ion/cannon" or "ion cannon" "'I hope the ion cannon has disabled any Imperial warships in orbit.'" Space "ion/cannon" or "ion cannon" "'The ion cannon controls are in the control room.'" -- "walkers/AT-ATs/walker/at-at/atat" "'The Imperial AT-ATs are well-armed, but our snowspeeders should be able to deal with them.'" Control Room "walkers/AT-ATs/walker/at-at/atat" "'The Imperial AT-ATs are slow, but well-armed. We need to evacuate the base before they arrive.'" -- "snowtrooper/stormtrooper" "'Their armour may be blast proof, but it's still vulnerable to thermal detonators.'" Control Room "star destroyer" "'If the ion cannon hasn't disabled it, it will capture the transport.'" Control Room "thermal/detonator" or "thermal detonator" "'An inelegant weapon for a less civilised age.'" -- Instead of asking awake Dodonna for detonator: if Dodonna is carrying the thermal detonator: try Dodonna giving a thermal detonator to the actor; say "'It's quite powerful - you'll need to throw it from a distance.'"; otherwise: say "'No more thermal detonators left, I'm afraid - you had my last one.'" Every turn when the player can see Dodonna: if Dodonna is in the Control Room and Dodonna is awake: say "General Dodonna [one of]examines the readouts and frowns[or]speaks into the intercom[or]manipulates the controls[at random]. [run paragraph on with special look spacing]" Dodonna is carrying the thermal detonator. Section 6 - Snowtrooper The snowtrooper is a man. The description is "[if dead]The crushed and lifeless body of an[otherwise]An[end if] Imperial stormtrooper in cold weather armour." The conversation of the snowtrooper is Table of Snowtrooper Topics. Table of Snowtrooper Topics topic reply location -- -- -- The ignorant response of the snowtrooper is "'I don't answer questions from rebel scum.'" Section 7 - Mila Mondatha A person can be a pilot. A person is usually not a pilot. Mila Mondatha is a woman. She is proper-named. She is a pilot. She is in the transport. The description is "[if dead]The lifeless and bloodied body of a[otherwise if asleep]The sleeping body of a[otherwise]A[end if] young black-haired woman wearing a worn nerfhide jacket over a flight suit." Understand "Mila" as Mila Mondatha. Understand "Mondatha" as Mila Mondatha. Persuasion rule for asking Mondatha to try going by spaceship (called ship): if the ship encloses Dodonna and the ship encloses Mondatha and Mondatha is awake: persuasion succeeds; otherwise if Mondatha is not awake: say "She does not respond."; otherwise if the ship does not enclose Mondatha: say "'In what?'"; otherwise: say "'I'm not talking off without the General', says Mila." Persuasion rule for asking awake Mondatha to try jumping to hyperspace: persuasion succeeds. Instead of giving a ration bar to Mila: say "You give the ration bar to Mila.[paragraph break]"; say "Mila grins and eats [the noun]. 'Bantha flavour - my favourite!'"; move the noun to Dispenser Limbo. Instead of giving a squeeze bulb to Mila: say "'I'll pass. Too cheesy for me.'" The conversation of Mila Mondatha is Table of Mondatha Topics. The ignorant response of Mila is "'Sorry, I don't know anything about that.'" Table of Mondatha Topics topic reply location "transport" "'The Whispering Bird? She's not pretty, but she'll be fast enough.'" -- "generator" "'Still seems to be holding up.'" -- "attack" "'The Imperials are getting close - we need to get offworld as soon as possible.'" -- "orbit" "'For an assault of this size, the Imperials must have at least one star destroyer in orbit.'" Outdoors "star destroyer" "'We may be fast, but we can't take on a star destroyer. I hope the ion cannon disables them.'" Outdoors "ion cannon/cannon" "'The ion cannon controls are in the control room.'" Outdoors "echo base/hoth" "'I can't say that I'll miss the place. Give me home any day.'" -- "home" "'Lothal - a lovely place before the Imperials attacked it.'" -- "lothal" "'There used to be some great places to eat in Capital City, before the attack.' She sighs." -- "places to eat" or "eating" "'There was this place that did the best banthaburgers...' She looks wistful.'" -- "general dodonna" or "general/dodonna" "'I won't take off without him.'" "r2d5" "'Pretty useful little guy. He did a good job fixing up this old bird.'" -- "bird" or "whispering bird" "'You know, like the starbird? I named her.'" -- "hyperspace" "'We can't engage the hyperdrive until we're in orbit.'" Outdoors "hyperspace" "'It should be safe to engage the hyperdrive now.'" Hoth Orbit Part 3 - Things Section 2 - Holoscreen The holoscreen is a device. The holoscreen is switched off. The holoscreen has a number called channel. The channel of the holoscreen is 1. "The holoscreen can show views from a number of cameras in and around Echo Base." Instead of examining the holoscreen: if the channel of the holoscreen > number of rows in the Table of Holoscreen Channels: now the channel of the holoscreen is 1; let N be the channel of the holoscreen; if the holoscreen is switched on: say "The holoscreen shows [view in row N of the Table of Holoscreen Channels]."; now the channel of the holoscreen is the channel of the holoscreen + 1; otherwise: say "The holoscreen is not switched on." Table of Holoscreen Channels view "the rebels loading the last transport on the landing pad" "an approaching AT-AT" "[if the snowtrooper is alive]a snowtrooper lying in wait beneath a cornice on a mountain path[else]a recent avalanche[end if]" "the defensive barricades" "a deserted hangar containing a stripped snowspeeder" "the shield generator under Imperial fire" "a Star Destroyer in orbit above Hoth" Part 4 - Locations Section 1 - The Canteen The Canteen is a room. "The canteen once had a gleaming white interior, but several years of Rebel troops have left it looking quite shabby. There is a noticeboard on the wall and a dispenser in the corner. The way out is to the west." The temperature of the Canteen is 10. The noticeboard is scenery in the Canteen. "How lucky! Tomorrow is your day on the cleaning rota (not that Echo Base is still likely to exist then)." The dispenser is scenery in the Canteen. West of the Canteen is the Corridor. Section 2 - The Corridor The Corridor is a room. "This corridor has been carved from the ice and is lit by a single strip light. To the north is the security door to the main part of the base. To the east, you can see the door to the canteen. The door to the bunkroom is to the south.[if the sign is in the Corridor] By the bunkroom door is a hand-written sign.[end if]" The temperature of the Corridor is 5. The strip light is scenery in the Corridor. "The strip light flickers." Understand "light" as strip light. A sign is here. "The sign says 'Please remove your boots before entering bunkroom'." The description is "There's a smiley face at the bottom of the sign. You briefly contemplate defecting to the Empire." South of the Corridor is the Bunkroom. Before going from the Corridor to the Bunkroom: if player is wearing boots: say "You hesitate before entering the bunkroom while wearing your muddy boots."; stop the action. The security door is north of the Corridor and south of the Crossroads. The security door is a door. The security door is lockable and locked. The security door is scenery. The description is "A heavy door, secured by a card lock." The security pass unlocks the security door. Before opening the security door: if the player has the security pass: try unlocking the security door with the security pass; say "You swipe your security pass to unlock the door." Section 3 - The Bunkroom The Bunkroom is a room. "A medium-sized room containing a bunk bed. The room is messy, with discarded clothes on the floor. A corridor lies beyond the doorway to the north." The temperature of the Bunkroom is 10. The clothes are scenery in the Bunkroom. "Judging by the tufts of hair, they must belong to a wookiee." Instead of smelling the Bunkroom, say "You detect a pervasive whiff of socks." The security pass is a thing. A security pass is an object. The description is "Your standard issue Rebel security pass, allowing you access to all areas. It has a really bad hologram that looks nothing like you." Understand "pass" as security pass. A locker is here. "Next to your bunk bed is a locker." The locker is fixed in place. The locker is a closed openable container. The description is "Unlike your roommate, you prefer to store your clothes in a locker rather than on the floor." In the locker is a warm jacket, a cap and a security pass. Understand "jacket" as warm jacket. Section 4 - The Crossroads The Crossroads is a room. "The main intersection in Echo Base. To the south lies the accomodation area behind [if security door is open]an open[otherwise]a closed[end if] security door. The control room is to the east and the medbay is to the north. The hangar lies to the west." The temperature of the Crossroads is 5. East of the Crossroads is the Control Room. Section 5 - The Control Room The Control Room is a room. "Normally a buzzing hive of activity, the control room is largely deserted due to the evacuation. In the centre of the room is a holoscreen, currently [if holoscreen is switched off]turned off[otherwise]showing remote camera views around Echo Base[end if], the firing control for the ion cannon, and a switch for controlling the alarm. A doorway to the west leads to the main crossroads." The temperature of the Control Room is 10. The alarm is here. The alarm is fixed in place. The alarm is scenery. The alarm is a switched on device. The description is "A switch for controlling the alarm. [run paragraph on with special look spacing]" Understand "switch" as alarm. The holoscreen is here. The holoscreen is fixed in place. The holoscreen is scenery. The ion cannon control is here. The ion cannon control is fixed in place. The ion cannon control is scenery. The description is "The firing control for the ion cannon." Understand "firing control" or "control" or "ion cannon" as ion cannon control. Dodonna is in the Control Room. North of the Crossroads is the Medbay. Section 6 - The Medbay The Medbay is a room. "The medbay is brightly-lit and sterile, with a bacta tank in the middle of the room. All of the medical supplies have been shipped out on the transports." The temperature of the Medbay is 10. In the Medbay is a bacta tank. The bacta tank is an enterable container. The bacta tank is fixed in place. The bacta tank is scenery. The bacta tank is broken. The description is "A general purpose healing device. This one is no longer working." QQ9 is here. West of the Crossroads is the Hangar. Section 7 - The Hangar The Hangar is a room. "A large artificial ice cavern, littered with the debris of a hasty evacuation. All of the operational vehicles and ships have left the base or are being used in its defence. On the north side of the hangar is a large repair bay. At the west end of the hangar are the blast doors leading to the landing pad, and to one side of them are the door controls. The main body of the base lies to the east, while to the south a narrow passage leads to a lookout post." The temperature of the Hangar is 0. The blast doors are west of the Hangar and east of the Landing Pad. The blast doors are plural-named. The blast doors are scenery. The blast doors are a door. "[if open]An open[otherwise]A closed[end if] reinforced door large enough for a transport ship to move through. It's too big for you to [if open]close[otherwise]open[end if] by hand." The door controls are in the Hangar. The door controls are plural-named. The door controls are a broken and fixable toggleable device. The door controls are scenery. The door controls are the master of the blast doors. The description is "The door controls consist of a large button to open or close the blast doors." A snowspeeder is in the Hangar. The snowspeeder is fixed in place. The snowspeeder is broken and unfixable. The description is "An Incom T-47 airspeeder, adapted for cold climate operation. The snowspeeder has been stripped of its weapons, engines and controls." The debris is scenery in the Hangar. The description is "Nothing of value." South of the Hangar is the Lookout. North of the Hangar is the Repair Bay. Before going from the Hangar to the Landing Pad: say "It's cold out there - better wrap up warm.". Section 8 - The Lookout The Lookout is a room. "A concealed observation post from which you can see the mountain path[if the location is the Lookout] to the south. A winding stair leads north into the base[end if]." The temperature of the Lookout is 0. South of the Lookout is the Mountain Path. Before going from the Lookout to the Mountain Path: say "It's cold out there - better wrap up warm.". The magnoculars are here. The magnoculars are a viewing thing. Understand "pair of magnoculars" as magnoculars. Before printing the name of magnoculars, say "pair of ". The torch is here. The torch is a light. Section 9 - The Repair Bay The Repair Bay is a room. "The repair bay has been hurriedly evacuated; most of the portable equipment has been moved to the transports, and all of the remaining equipment seems to have been disabled. The main body of the hangar lies to the south." The temperature of the Repair Bay is 0. R2D5 is here. The tool chest is here. The tool chest is a closed openable container. The tool chest is fixed in place. In the tool chest is the hydrospanner. The hydrospanner is a broken and unfixable tool. The description is "A rusty hydrospanner." In the tool chest is the jumper bypass. The jumper bypass is a broken and unfixable tool. The description is "A slightly twisted jumper bypass." In the tool chest is the magclamp. The magclamp is a broken and unfixable tool. The description is "A magclamp with a loose trunnion." In the tool chest is the tight-beam emitter. The tight-beam emitter is a broken and unfixable tool. The description is "A battered tight-beam emitter." In the tool chest is the torsion valve. The torsion valve is a broken and unfixable tool. The description is "A corroded torsion valve." Section 10 - A Mountain Path The Mountain Path is a room. "A narrow path that clings to the edge of a cliff face.[if the location is the Mountain Path] To the north is an entrance to a lookout post. To the west, the path leads under an overhanging cornice. There is a dark crack in the ice to the south.[end if]" The temperature of the Mountain Path is -30. West of the Mountain Path is the Cornice. South of the Mountain Path is the Ice Cave. Above the Mountain Path is Hoth Orbit. Section 11 - The Ice Cave The Ice Cave is a cave. "An irregular void in the ice.[if the location is the Ice Cave] The floor is littered with bones. The exit is to the north.[end if]" The temperature of the Ice Cave is -20. The bones are scenery in the Ice Cave. "Tauntaun bones. They look as though they've been gnawed by a large predator." Every turn: if the player has been in the ice cave for at least one turn and the player is not carrying a lit object: say "You [one of]hear a deep growling[or]hear the sound of claws on ice[or]feel warm breath on your neck[at random]." Section 12 - The Cornice The Cornice is a room. The Cornice is either intact or collapsed. The Cornice is intact. "A mountain path that's overhung by a precipitous and unstable mass of ice and snow. [if the location is the Cornice]The path runs north to the landing pad, or further up the mountain to the east. [end if]An Imperial snowtrooper stands in readiness beneath the cornice." The temperature of the Cornice is -25. North of the Cornice is the Landing Pad. The snowtrooper is scenery in the Cornice. Above the Cornice is Hoth Orbit. Every turn: if the Cornice is collapsed: Now the description of the Cornice is "A slope of broken snow and ice, from which protrude the legs of an Imperial snowtrooper."; Now the printed name of the Cornice is "Avalanche Debris". Section 13 - The Landing Pad The Landing Pad is a room. "[if the player is in a vehicle]The transport is on a[otherwise]A[end if] scarred expanse of ferrocrete, covered by a thin layer of dirty slush. To the east lie the [if the blast doors are open]open[end if] blast doors of Echo Base, while the shield generator is to the west." The temperature of the Landing Pad is -20. The transport is in the Landing Pad. The transport is an opaque spaceship. The description is "[if not broken]A GR-75 medium transport, workhorse of the Rebel fleet. Beneath the cockpit is a painting of a starbird, and below that the name 'Whispering Bird'.[otherwise]The smoking wreckage of a GR-75 medium transport.[end if]". The inner description is "The cockpit of a medium transport. The seats and controls are worn, but functional." In the transport is the spacesuit. Understand "whispering bird", "bird" as transport. Above the Landing Pad is Hoth Orbit. West of the Landing Pad is the Generator. Section 14 - Generator The Generator is a room. "A sealed building containing the power plant and shield generator for Echo Base. The landing pad lies to the east." The temperature of the Generator is -20. Above the Generator is Hoth Orbit. Section 15 - Hoth Orbit Hoth Orbit is a room. "[if player is in Space]Hoth shines brilliant white, and you can just make out the flashes of blaster fire around Echo Base below you.[otherwise]the space above Hoth.[end if] [if the Star Destroyer is not broken]There is an Imperial Star Destroyer waiting to intercept any escaping Rebel ships.[otherwise]A powered-down Imperial Star Destroyer drifts helplessly.[end if]" The temperature of Hoth Orbit is 0. The Star Destroyer is in Hoth Orbit. The Star Destroyer is scenery. The Star Destroyer is broken. The description is "An Imperial-class Star Destroyer, a type of capital ship that forms the backbone of the Imperial starfleet.[if not broken] Heavily armed, and not to be underestimated.[otherwise]Currently drifting helplessly in a cloud of blue sparks, due a direct hit from the ion cannon on Echo Base.[end if]" Section 16 - Hyperspace Hyperspace is a room. "Around you, you can see the pulsating silver tunnel of hyperspace." The temperature of Hyperspace is 0. Part 5 - Regions Echo Base is a region. The Canteen, Bunkroom, Corridor, Crossroads, Control Room, Medbay, Hangar, Repair Bay and Lookout are in Echo Base. Every turn when the player is in Echo Base: if the alarm is switched on and turn count is even: choose a random row in the Table of Echo Base Alarm Messages; say "[message entry]". Table of Echo Base Alarm Messages message "A klaxon blares." "The tannoy announces: 'All Echo Base personnel must evacuate immediately.'" "The tannoy announces: 'Transport Whispering Bird is cleared for launch.'" "The tannoy announces: 'All Echo Base personnel must proceed to the landing pad for evacuation.'" Outdoors is a region. The Landing Pad, Mountain Path, Generator and Cornice are in Outdoors. Space is a region. Hoth Orbit is in Space. Hyperspace is in Space. Part 6 - Endings Every turn: if the player is in the location of the snowtrooper and the snowtrooper is alive: say "The snowtrooper captures you."; end the story finally saying "For you, the Rebellion is over." Every turn: if the player is in Hoth Orbit and the player is in a spaceship and the Star Destroyer is unbroken: say "The Star Destroyer disables your ship's engines and you are boarded and captured."; end the story finally saying "For you, the Rebellion is over." Every turn: if the player is in Space and the player is not in a spaceship: if the player is not wearing a spacesuit: say "You struggle to take a breath."; now the player is dead. Every turn: if the player has been in the Ice Cave for three turns and the player is not carrying a lit object: say "You are eaten by a wampa."; now the player is dead. Every turn: if the player is dead: say "You die."; end the story finally saying "For you, the Rebellion is over." Every turn: if the player is in a spaceship (called the ship) and the ship is in Hyperspace: end the story finally saying "You have escaped from Echo Base. The Rebellion continues..." Part 7 - Initialisation When play begins, say "[bold type]STAR WARS[paragraph break]" After printing the banner text, say "[paragraph break]IT IS A TIME OF GALACTIC STRIFE. Following the victory of the Rebels at YAVIN IV and the destruction of the DEATH STAR, the Rebel forces have regrouped to a secret base on the ice planet Hoth.[paragraph break]You, [bold type]Alegi Staso[roman type], are only a lowly Rebel Trooper and weren't aware of the arrival of the Imperial Fleet in the Hoth system, so you're unpleasantly surprised when the general alarm sounds to warn of an attack while you're eating your dinner.[paragraph break]You need to leave Echo Base as quickly as possible, and evacuate as many other Rebels as possible...but how?" Release along with cover art, an interpreter, the source text and the introductory booklet.