"Classroom Demo" by Anastasia Salter Release along with an interpreter, a website, and the source text. When play begins: say "This is your first day in this classroom, " The Classroom is a room. "The classroom is filled with computers in rows. The exit to the hallway is locked tight for now. East is a closet, and there's a locked cabinet on one side of the room." The chair is an enterable supporter in the Classroom. The description is "It's one of those modern chairs with no padding and a weird back." The desk is a supporter in the Classroom. It is fixed in place. The description of the desk is "It's weirdly clean, like no one has been here in a long time. It has an upper and lower drawer." Understand "table" as the desk. The upper drawer and the lower drawer are parts of the desk. The upper drawer and lower drawer are openable closed containers. In the upper drawer is a peppermint. The peppermint is edible. The book is on the desk. The description of the book is "It's a book, called Output. Weird." The book is an openable closed container. [Challenge one - small key is hidden in book, unlocks the cabinet] The small key is in the book. The small key is undescribed. After opening the book for the first time: now the small key is described; say "As you open the book, a small key slides out from between the pages!"; now the player is holding the small key. The cabinet is a locked openable container in the Classroom. It is fixed in place. The description of the cabinet is "This cabinet is probably filled with even more cool technology. Unfortunately, it's locked." Instead of opening the cabinet when the cabinet is locked, say "It's locked, and you don't have the key." Instead of unlocking the cabinet with the small key: now the cabinet is unlocked; say "You insert the key into the lock. With a satisfying click, the cabinet unlocks!"; [Challenge two - adds a keycard in the cabinet, which unlocks the hallway door and provides an ending.] The keycard is in the cabinet. The keycard is undescribed. The description of the keycard is "A high-tech access card labeled 'Professor's Keycard.'" Instead of opening the cabinet when the cabinet is unlocked: now the keycard is described; say "Inside the cabinet, you find a sleek, high-tech card. It must be the professor's keycard!"; now the player is holding the keycard. The Hallway is a room. The exit is a locked door. The exit is north of the Classroom and south of the Hallway. The description of the exit is "A reinforced door with a card scanner. It appears to require an access card." Instead of opening the exit when the exit is locked: say "The door won't budge without an access card." Instead of unlocking the exit with the keycard: now the exit is unlocked; say "You swipe the professor's keycard through the scanner. The door unlocks with a soft beep."; After opening the exit: say "You step through the door and out of the classroom. Congratulations, you've escaped!"; end the story finally saying "You successfully made it out of the classroom."; [Challenge three - the cleaning cabinet is now not what it seemed.] The closet is east of the Classroom. The description of the closet is "[closet-description]." A supporter called the shelf is in the closet. The shelf is scenery. It is fixed in place. The description of the shelf is "[shelf-description]." Understand "shelves" as the shelf. The cleaning supplies are scenery on the shelf. The description of the cleaning supplies is "[supplies-description]." Instead of taking the cleaning supplies: say "You don't have anywhere to carry that." A number called the closet visit count is initially 0. To say closet-description: if the closet visit count is 0: say "Yikes, everything in here is cleaning supplies. Shelves and shelves of them."; otherwise if the closet visit count is 1: say "The cleaning supplies are still here, but the air feels... different."; otherwise if the closet visit count is 2: say "Something seems to be shimmering faintly behind the shelf."; otherwise if the closet visit count is 3: say "The shelves and cleaning supplies have vanished. Before you is a shimmering portal."; To say shelf-description: if the closet visit count < 3: say "This shelf doesn't have anything you want right now."; otherwise: say "The shelf is no longer here—just the portal."; To say supplies-description: if the closet visit count < 3: say "Lots of eco-friendly, low-plastic cleaning supplies."; otherwise: say "The cleaning supplies have disappeared along with the shelves."; After looking in the closet: increment the closet visit count; if the closet visit count is 4: say "A portal materializes before you. Could this be... Narnia?"; [this will require expansion to add the portal and consequences]