Robin & Orchid — 9 of 88

Ryan Veeder & Emily Boegheim

Release 4

Section - Walkthrough

Requesting the walkthrough is an action out of world.

Understand "walkthrough" and "walkthru" and "walk through" and "walk thru" and "walk-through" and "walk-thru" and "solution" as requesting the walkthrough.

Putatively standing on is a truth state that varies.

Walkthrough explained is a truth state that varies. Walkthrough explained is false.

Setting action variables for requesting the walkthrough:

if the player is standing on something:

now putatively standing on is true;

otherwise:

now putatively standing on is false.

First carry out requesting the walkthrough when walkthrough explained is false:

now walkthrough explained is true;

say "To save you from the horrors of unwanted spoilers, we've implemented an adaptive walkthrough system which only shows you the walkthrough for the section of the game that you're up to. If there's more than one puzzle you could be stuck on, we'll ask you which you want a walkthrough for. Once you've completed that section you can type in WALKTHROUGH again for a further set of instructions, though hopefully you won't need to![paragraph break]Oh hey, and don't feel bad about asking for help! The walkthrough only covers the main parts of the game, so there's still plenty of optional stuff for you to discover on your own."

The walkthrough-loc is a room that varies.

Carry out requesting the walkthrough during Tutorial:

[Orchid's monologue]

if Sharon is not in the Nursery:

say "Orchid has some stuff to say, so just look around and read Casey's notes for a bit while she talks at you, or:[paragraph break]";

repeat with x running from 0 to the number of filled rows in the Table of Orchid's Bossiness:

say "WAIT. ";

say paragraph break;

stop the action;

[finding the blankets for Sharon]

otherwise if Sharon is in the nursery and Sharon is awake and Sharon does not carry the blankets:

say "Sharon wants you to get some blankets for her. ";

if the blankets are not seen and the blankets are not discovered:

say "[paragraph break]First you've got to find the blankets. You could hunt through the room for them yourself, but there's an easier way:[paragraph break]LOOK UP BLANKETS IN CASEY'S NOTES. ";

if the blankets are in the nursery cupboards and (the player is not on the recliner or the posture of the player is not standing):

say "[paragraph break]You're not tall enough to reach the blankets, so you'll have to[paragraph break]STAND ON THE RECLINER.";

otherwise:

say paragraph break;

if the player does not carry the blankets:

say "[if the blankets are in the nursery cupboards and the cupboards are closed]OPEN THE CUPBOARD. [end if]GET THE BLANKETS.";

otherwise:

say "You've already found the blankets, so just[paragraph break]";

say "[if the player is on the recliner or the blankets are in the nursery cupboards]GET OFF THE RECLINER. [end if]GIVE THE BLANKETS TO SHARON.";

stop the action;

[the end of Sharon's monologue, if the player somehow finishes the blanket puzzle before the end of her monologue and then requests a walkthrough - which NO ONE WILL EVER DO, BECAUSE WHAT ON EARTH]

otherwise if Sharon is in the Nursery and Sharon carries the blankets and the number of filled rows in the Table of Sharon's Chatter > 0:

say "You'll have to let Sharon finish her spiel.[paragraph break]";

repeat with x running from 1 to the number of filled rows in the Table of Sharon's Chatter:

say "WAIT. ";

say paragraph break;

stop the action;

[the spooky face at the window]

otherwise if Tutorial is happening and Blanket Quest has ended:

if the cat is in the nursery window:

say "Hey, a spooky face at the window![paragraph break]TAKE A PHOTO OF THE FACE.[paragraph break]Then[run paragraph on]";

otherwise:

say "Now[run paragraph on]";

say " you just have to wait for Orchid to finish making her plans:[paragraph break]";

if Ghost Photography 101 has ended and the time since Ghost Photography 101 ended is 2 minutes:

say "WAIT.";

otherwise:

say "WAIT. WAIT.";

stop the action.

To give directions from (loc - a room) to (dest - a room):

if putatively standing on is true:

say "GET OFF [the holder of the player].[line break]" in upper case;

now putatively standing on is false;

let step be 0;

let travel time be the number of moves from loc to dest, using doors;

while loc is not dest:

let dir be an object;

if dest is an obvious room and loc is an obvious room:

let dir be the best route from the loc to the dest through obvious rooms, using doors;

otherwise:

let dir be the best route from the loc to the dest, using doors;

if dir is nothing:

stop;

increment step;

say "[dir][run paragraph on]" in upper case;

[insert a line break after every six directions, because the game has trouble processing command lines with a lot of commands on them]

if step < travel time and the remainder after dividing step by 6 is 0:

say ".[line break]";

otherwise:

say ". [run paragraph on]";

let loc be the room dir from loc.

To give directions to (dest - a room) from (loc - a room):

give directions from loc to dest.

Carry out requesting the walkthrough during Ghost Hunt:

[flickering lights]

if the flickering lights are on-stage:

if the flickering lights are not in the location:

say "Time to explore the basement. From here, you should head:[paragraph break]";

give directions from the location to Hall1;

say paragraph break;

if the player does not have evidence of the flickering lights:

say "Those lights look kind of ghostly. Better get some evidence of them, and take a closer look.[paragraph break]";

say "TAKE A PHOTO OF THE LIGHTS.[line break]";

otherwise:

say "Maybe you should take a closer look at those spooky lights.[paragraph break]";

if the player is in a hallway:

give directions from the location to Hall4;

otherwise:

give directions from Hall1 to Hall4;

say paragraph break;

stop the action;

[ectoplasm]

otherwise if the flickering lights are off-stage and the ghostly figure is off-stage and the player does not have evidence of a random ectoplasm:

[if you've already triggered the ghostly figure encounter without getting evidence of ectoplasm, too bad. you don't get a walkthrough for the ectoplasm]

now the walkthrough-loc is the location;

if the player is in Hall4 and the player does not carry ectoplasm and no ectoplasm is handled:

say "Time to head back to the light.[paragraph break]SOUTH.[paragraph break]";

otherwise if the player does not carry ectoplasm:

say "You should have another look at that goop you found in the basement hallway.[paragraph break]";

if the location is not Hall4:

give directions from the location to Hall4;

now the walkthrough-loc is Hall4;

say line break;

say "TOUCH WALL.[paragraph break]";

if the walkthrough-loc is a dark room or the walkthrough-loc is Hall3 or the walkthrough-loc is Hall2:

say "You'll need more light to get a proper look at this gunk on your hand.[paragraph break]";

give directions from the walkthrough-loc to Hall1;

say paragraph break;

say "LOOK AT THE SLIME.[paragraph break]Ectoplasm, huh? Better get a photo of that.[paragraph break]TAKE A PHOTO OF THE ECTOPLASM.";

stop the action;

[ghostly figure]

otherwise if the ghostly figure is off-stage:

if the ghostly figure is off-stage:

say "It's time to tell Orchid what you've found down here.[paragraph break]";

if the location is not the sanctuary:

give directions from the location to the Sanctuary;

say line break;

say "SAY YES.[paragraph break]";

stop the action;

otherwise:

say "An actual ghost![run paragraph on]";

if the player can see the ghostly figure and the player does not have evidence of the ghostly figure:

say "[paragraph break]TAKE A PHOTO OF THE GHOSTLY FIGURE. [run paragraph on]";

if (the ghostly figure is in the sanctuary for the second turn and the player does not have evidence of the ghostly figure) or the ghostly figure is in the sanctuary for the third turn:

say "[paragraph break]LOOK AT THE GHOSTLY FIGURE.[paragraph break]";

otherwise:

say paragraph break;

say "You'd better follow it, see if you can find out anything else.[paragraph break]";

give directions from the location to the Back Room;

say paragraph break;

stop the action.

Carry out requesting the walkthrough during Uncovering a Hoax:

[sliding door]

if the sliding door is not comprehended:

follow the opening the sliding door walkthrough rule;

stop the action;

[fuse box]

if the west basement switch is switched off:

follow the lighting the basement walkthrough rule;

stop the action;

[lighting rig]

if the black sphere is not comprehended or the player does not have evidence of the black sphere:

follow the lighting rig walkthrough rule;

stop the action;

[ALL THE OTHER HOAX EVIDENCE PUZZLES]

let chosen puzzle be the closest puzzle;

if chosen puzzle is not a puzzle:

continue the action; [whoops, bug]

if more than one puzzle is available:

say "There are a few things you could be investigating at this point, but let's focus on [the non-spoilery name of the chosen puzzle].[paragraph break]";

if the chosen puzzle is Scary Male Bathroom:

follow the men's bathroom walkthrough rule;

stop the action;

otherwise if the chosen puzzle is Towers of OCD:

follow the towers of ocd walkthrough rule;

stop the action;

otherwise if the chosen puzzle is Flying Rig:

follow the Engelgurt walkthrough rule;

stop the action;

otherwise if the chosen puzzle is Final Confrontation:

follow the trapdoor walkthrough rule;

stop the action;

[otherwise: bug]

To decide which object is the closest puzzle:

if exactly one walkthroughable puzzle (called the-one) is available:

decide on the-one;

let l be the list of walkthroughable available puzzles;

let nearest puzzle be nothing;

let nearest distance be 99;

repeat with p running through l:

if the location encloses the linked evidence of p:

decide on p;

let new distance be the number of moves from the location to the location of the linked evidence of p, using doors;

if new distance is less than nearest distance:

now the nearest distance is the new distance;

now the nearest puzzle is p;

decide on the nearest puzzle.

This is the opening the sliding door walkthrough rule:

if the location is not the back room or the sliding door is not revealed:

say "Remember how the ghost vanished through the wall in the back room? You should take a closer look at that.[paragraph break]";

if the location is not the Back Room:

give directions from the location to the back room;

say paragraph break;

if the sliding door is not revealed:

say "LOOK AT THE BACK WALL. LOOK AT THE PANEL.[paragraph break]";

say "You could mess around figuring out how the jutting-out panel works yourself, but it's easier to just:[paragraph break]LOOK UP THE PANEL IN CASEY'S NOTES. OPEN THE PANEL. DOWN.[paragraph break]"

This is the lighting the basement walkthrough rule:

say "You need to do something about the dark rooms in the basement.[paragraph break]";

if the location is not the tunnel:

say "First head down to the tunnel:[paragraph break]";

give directions from the location to the tunnel;

say paragraph break;

say "Aha, a fuse box![paragraph break][if the fuse box is closed]OPEN THE FUSE BOX. [end if]LOOK AT THE FUSE BOX. SWITCH THE WEST BASEMENT SWITCH ON."

This is the lighting rig walkthrough rule:

say "You should take [if the black sphere is comprehended]another[otherwise]a closer[end if] look at the weird collection of items you found in the tunnel.[paragraph break]";

if the location is not the Tunnel:

give directions from the location to the Tunnel;

say line break;

if the black sphere is not comprehended:

say "LOOK AT THE BLACK SPHERE. LOOK AT THE MIRROR. LOOK AT THE BLACK CLOTH.[paragraph break]There's a button on the black sphere. Let's find out what it does.[paragraph break]PUSH THE BUTTON.[paragraph break]";

otherwise if the black sphere is not lit:

say "TURN THE PARTY LIGHT ON.[paragraph break]";

otherwise:

say "LOOK AT THE PARTY LIGHT.[paragraph break]";

say "You've seen a blue light somewhere before...[paragraph break]TAKE A PHOTO OF THE PARTY LIGHT.";

This is the men's bathroom walkthrough rule:

if the location is not Mens:

if the location is not Main Floor Stairway:

say "To get to the men's restroom:[paragraph break]";

if Mens is visited:

give directions from the location to Mens;

say paragraph break;

otherwise if the location is not Main Floor Stairway:

give directions from the location to Main Floor Stairway;

say paragraph break;

if steeling <= 2:

say "You're feeling a little uncomfortable about entering the men's room, seeing as you're not a man, but you just have to push through that.[paragraph break]";

let tries be 3 - steeling;

repeat with x running from 1 to tries:

say "NORTHEAST. ";

say paragraph break;

say "There's something interesting in the garbage can.[paragraph break]LOOK AT THE GARBAGE CAN.[line break]LOOK IN THE GARBAGE CAN.[line break]LOOK AT THE GLOWING TISSUE.[line break]TAKE A PHOTO OF THE TISSUE.[line break]TAKE THE TISSUE."

This is the Towers of OCD walkthrough rule:

now the walkthrough-loc is the location;

[try to figure out the optimal solution to this dang puzzle]

let the second step be the height 2 step;

let the fourth step be the height 4 step;

let the bottom ark be nothing;

if the fourth step is nothing or the second step is nothing:

if no ark is in Storage East and the player encloses an ark:

now the bottom ark is a random ark enclosed by the player;

now the fourth step is a random ark not enclosed by the player;

otherwise if exactly one ark is in Storage East:

now the bottom ark is a random ark in Storage East;

now the fourth step is a random ark not in Storage East;

otherwise if exactly one ark is enclosed by Storage East:

now the bottom ark is a random ark not enclosed by Storage East;

now the fourth step is a random ark enclosed by Storage East;

otherwise if an ark (called a1) is on an ark (called a2):

now the bottom ark is a1;

now the fourth step is a2;

otherwise if no stepper is on Noah's ark and (the player does not carry the ark of the covenant or the location is not Storage East or Noah's Ark is not in Storage East):

now the fourth step is Noah's ark;

now the bottom ark is the Ark of the Covenant;

otherwise:

now the fourth step is the Ark of the Covenant;

now the bottom ark is Noah's ark;

now the second step is the amplifier;

[say "The bottom ark is [the bottom ark]. The fourth step is [the fourth step].";]

now every non-stepper thing on a stepper is not notionally cleared;

now every ark is not notionally carried;

if the player carries an ark (called bother):

now the bother is notionally carried;

[summarise the puzzle]

if the total height of the holder of the player < 4:

say "Your aim here is to get up close enough to the glistening container to take a look at it.[paragraph break]";

[get the player to the right place if necessary]

if the walkthrough-loc is not Storage East and all arks are enclosed by Storage East:

say "You'll need to go down to the eastern storage room:[paragraph break]";

give directions from the walkthrough-loc to Storage East;

now the walkthrough-loc is Storage East;

say paragraph break;

[if the player is on something, get off it]

if the location is Storage East and the player is on something:

if the steppers need clearing or the steppers need moving:

say "You need to shift some stuff around, so you'll have to[paragraph break]";

say "GET OFF [the holder of the player].[paragraph break]" in upper case;

[if the player is carrying the handbells case, get rid of it]

if the player carries the case labelled handbells:

say "[The case labelled handbells] is pretty bulky, and you'll need your hands free for all this, so let's get it out of your way.[paragraph break]";

if the walkthrough-loc is not Storage East:

give directions from the walkthrough-loc to Storage East;

now the walkthrough-loc is Storage East;

say "PUT THE CASE LABELLED HANDBELLS ON THE LOWEST SHELF.[paragraph break]";

now the case labelled handbells is notionally cleared;

[if not all the arks are in Storage East, direct the player to fetch them]

if the steppers need moving:

if (the bottom ark is a thing and the bottom ark is not enclosed by Storage East and the player does not carry the bottom ark) or the fourth step is not enclosed by Storage East:

say "You need to collect a thing or two first and then head to the eastern storage room.[paragraph break]";

if the bottom ark is a thing and the bottom ark is not in Storage East:

if Storage East does not enclose the bottom ark:

if the player does not carry the bottom ark:

give directions from the walkthrough-loc to the location of the bottom ark;

now the walkthrough-loc is the location of the bottom ark;

clear and take the bottom ark;

give directions from the location of the bottom ark to Storage East;

now the walkthrough-loc is Storage East;

otherwise if the player does not carry the bottom ark:

clear and take the bottom ark;

say "PUT [the bottom ark] ON THE FLOOR.[line break]" in upper case;

now the bottom ark is not notionally carried;

if the fourth step is not in Storage East:

if Storage East does not enclose the fourth step:

if the player does not carry the fourth step:

give directions from the walkthrough-loc to the location of the fourth step;

now the walkthrough-loc is the location of the fourth step;

clear and take the fourth step;

give directions from the location of the fourth step to Storage East;

now the walkthrough-loc is Storage East;

otherwise if the player does not carry the fourth step and something is on the fourth step:

clear the fourth step;

say line break;

if (the bottom ark is a thing and the bottom ark is not in Storage East and the player does not carry the bottom ark) or the fourth step is not enclosed by Storage East:

say paragraph break;

[remove any stuff that's sitting on the steppers]

if the steppers need clearing:

let l be the list of encumbering things;

say "You'll need to move [if the number of entries in l is 1]something[otherwise]some things[end if] out of your way first.[paragraph break]";

repeat with encumbrance running through l:

if the encumbrance is the case labelled handbells:

if an ark (called bother) is notionally carried:

say "PUT [the bother] ON THE FLOOR. " in upper case;

now the bother is not notionally carried;

say "TAKE THE CASE LABELLED HANDBELLS. ";

otherwise:

say "TAKE [the encumbrance]. " in upper case;

say paragraph break;

if the case labelled handbells is encumbering:

say "You can't climb while holding the case labelled handbells[em dash]it's too bulky[em dash]so you'll have to get it out of the way.[paragraph break]PUT THE CASE LABELLED HANDBELLS ON THE LOWEST SHELF.[paragraph break]";

[put the steppers in place]

if the steppers need moving:

say "The way the stuff in this room is currently arranged, you can't get high enough to see the top shelf properly.[paragraph break]";

say "PUT [the fourth step] ON [the bottom ark].[paragraph break]" in upper case;

[climb the steppers]

let putative height be 1;

if the player is on a stepper and the location is Storage East and the steppers don't need moving:

now the putative height is the total height of the holder of the player;

if the putative height < 4:

say "From here, you just have to [if the putative height < 4]climb up and [end if]see what that container is.[paragraph break]";

if the putative height < 2:

say "CLIMB [the second step]. " in upper case;

if the putative height < 3:

say "CLIMB THE CABINET. ";

if the putative height < 4:

say "CLIMB [the fourth step].[paragraph break]" in upper case;

[take a photo of the can of goo]

say "You still can't reach the container (and you won't be able to), but you can get a good look at it now.[paragraph break]LOOK AT THE GLISTENING CONTAINER. TAKE A PHOTO OF THE GLISTENING CONTAINER."

To decide which object is the height (h - a number) step:

let chosen step be nothing;

repeat with step running through steppers enclosed by Storage East:

[say "Considering [the step]: its total height is [the total height of the step], and on it [is-are the list of things on the step].[line break]";]

if the total height of the step is h and no stepper is on the step:

now the chosen step is the step;

break;

decide on the chosen step.

A thing can be notionally cleared.

A thing is usually not notionally cleared.

A thing can be notionally carried.

A thing is usually not notionally carried.

To clear and take (step - a stepper):

clear the step;

say "TAKE [the step].[line break]" in upper case;

now the step is notionally carried.

To clear (step - a stepper):

repeat with item running through not notionally cleared things on the step:

if the item is the case labelled handbells:

say "TAKE THE CASE LABELLED HANDBELLS.[paragraph break]You can't climb or move stuff around while holding [the case labelled handbells][em dash]it's too bulky[em dash]so you'll have to get it out of the way.[paragraph break]";

if the walkthrough-loc is not Storage East:

give directions from the walkthrough-loc to Storage East;

say line break;

say "PUT THE CASE LABELLED HANDBELLS ON THE LOWEST SHELF.";

if the walkthrough-loc is not Storage East:

say line break;

give directions from the Storage East to the walkthrough-loc;

say line break;

otherwise:

say "TAKE [the item]. " in upper case;

now the item is notionally cleared;

now the step is notionally cleared.

Definition: a thing is non-stepper if it is not a stepper.

Definition: a thing is encumbering if it is not a stepper and it is not the can of goo and it is not the player and it is on a stepper and it is not notionally cleared and it is enclosed by Storage East.

To decide if the steppers need clearing:

if something is encumbering:

decide yes;

decide no.

To decide if the steppers need moving:

if the height 2 step is nothing or the height 4 step is nothing:

decide yes;

decide no.

To decide if the steppers don't need moving:

if the steppers need moving:

decide no;

decide yes.

This is the Engelgurt walkthrough rule:

say "Let's figure out what that heap of bars and cables[if the location is not the balcony] up in the balcony[end if] is.[paragraph break]";

if the Engelgurt is not noted:

say "The information you need [if the balcony encloses the crook]wasn't always[otherwise]isn't[end if] in the balcony, though[if the location does not enclose the crook]. You need to look elsewhere for that[end if].[paragraph break]";

if the location is not the location of the crook:

give directions from the location to the location of the crook;

say line break;

say "LOOK AT THE CROOK. LOOK UP THE CROOK IN THE NOTES.[paragraph break]There's more to that story, but we're only interested in that weird German-sounding word right now.[paragraph break]LOOK UP THE ENGELGURT IN THE NOTES.[paragraph break]";

if the Engelgurt is seen:

say "It's not [if the location is Storage West]here[otherwise]in the store room[end if], but you've seen something like that before...[paragraph break]";

otherwise:

say "It's not [if the location is Storage West]here[otherwise]in the store room[end if], though.[paragraph break]";

if a photo shows the Engelgurt:

say "LOOK AT THE PHOTO OF THE TANGLE OF BARS.";

otherwise:

if the location does not enclose the crook:

give directions from the location of the crook to the Balcony;

say line break;

say "LOOK AT THE HEAP OF BARS AND CABLES. TAKE A PHOTO OF THE HEAP.";

otherwise:

say "Remember this?[paragraph break]LOOK UP THE ENGELGURT IN THE NOTES.[paragraph break]It isn't in the storage room where it's supposed to be, though. [run paragraph on]";

if a photo shows the Engelgurt and the location is not the Balcony:

say "It's actually back up in the Balcony.[paragraph break]LOOK AT THE PHOTO OF THE BARS AND CABLES.";

otherwise:

if the location is not the Balcony:

say "It's actually in the Balcony.[paragraph break]";

give directions from the location to the Balcony;

say line break;

otherwise:

say "It's actually right here.[paragraph break]";

say "LOOK AT THE HEAP OF BARS AND CABLES[if no photo shows the engelgurt]. TAKE A PHOTO OF THE HEAP[end if].";

This is the trapdoor walkthrough rule:

say "It's time to sort out the trapdoor[if the location is not the Balcony] in the balcony[end if]. ";

if the trapdoor is not open:

if the player does not carry the crook or (the player does not carry an enterable supporter and no portable enterable supporter is in Balcony):

say "The trapdoor's pretty high up, so you're going to need something to stand on [italic type]and[roman type] something to hook the pull-cord with. ";

say paragraph break;

now the walkthrough-loc is the location;

let chosen supporter be nothing;

if a portable enterable supporter (called item) is in Balcony:

now the chosen supporter is the item;

otherwise if the player carries an enterable supporter (called item):

now the chosen supporter is the item;

if the crook is in the location:

explain getting the crook;

if the player does not carry an enterable supporter and the chosen supporter is nothing:

say "There are quite a few things in the church that you can stand on, but let's get one of the arks from the storage room.[paragraph break]";

if an ark (called possibility) encloses no stepper:

now the chosen supporter is the possibility;

otherwise:

now the chosen supporter is Noah's Ark;

if the walkthrough-loc is not the location of the chosen supporter:

give directions from the location to the location of the chosen supporter;

now the walkthrough-loc is the location of the chosen supporter;

say line break;

if something is on the chosen supporter:

repeat with widget running through the things on the chosen supporter:

say "TAKE [the widget]. " in upper case;

say line break;

say "TAKE [the chosen supporter].[paragraph break]" in upper case;

if the player does not carry the shepherd's crook and the crook is not in the location:

explain getting the crook;

if the trapdoor is closed:

say "You've got what you need to open the trapdoor, so let's do it.[paragraph break]";

if the walkthrough-loc is not the Balcony:

give directions from the walkthrough-loc to the Balcony;

say line break;

if the chosen supporter is not in Balcony:

say "DROP [the chosen supporter]. " in upper case;

otherwise if the chosen supporter is a flippable supporter and the chosen supporter is right way up:

say "TURN [the chosen supporter]. " in upper case;

if the player is not on the chosen supporter or the posture of the player is not standing:

say "STAND ON [the chosen supporter].[line break]" in upper case;

say "OPEN THE TRAPDOOR WITH THE CROOK. ";

otherwise:

say "But the trapdoor is already open! All you have to do is go[paragraph break]";

say "UP."

To explain getting the crook:

say "For a hook, you'll need the shepherd's crook from the nativity play.[paragraph break]";

if the walkthrough-loc is not the location of the crook:

give directions from the walkthrough-loc to the location of the crook;

now the walkthrough-loc is the location of the crook;

say line break;

say "TAKE THE CROOK.[paragraph break]".

Carry out requesting the walkthrough when Confronting Aiden is happening:

say "Sharon needs to know what's been going on here.[paragraph break]";

if the location is not the Nursery:

give directions from the location to the nursery;

say line break;

say "WAKE SHARON.";

stop the action.

Last carry out requesting the walkthrough:

say "Sorry, there is no walkthrough available for this part of the game."

[THIS SHOULD NEVER HAPPEN]