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<<<<<<< .mine "Desperately Seeking Socrates" by Patrick, Silvia und Ruth

[******************************] Section 0 [******************************]

[Test Commandos] [-Whole game] Test me with "wait / wait / wait / 1 / n / s / talk to fisherman / 2 / 2 / 1 / 1 / n / talk to merchant / 1 / catch chickens / catch chickens / catch chickens / enter stall / catch chickens / exit / give chickens to boy / s / w / talk to lawyer / 2 / e / n / talk to critobulos / 1 / s / talk to anytos / 1 / n / talk to critobulos / 1 / talk to guard / look at Socrates / talk to Socrates / 1 / 2 / 2 / 2 / 2 / 1 / 1 / 1 / 1."


[-Part of the Game] Test temple with "wait / wait / wait / 1."

Test port with "n / s / talk to fisherman / 2 / 2 / 1 / 1 / n / talk to merchant / 1."

Test chickens with "catch chickens / catch chickens / catch chickens / enter stall / take chickens / exit / give chickens to boy."

Test accusations with "s / w / talk to lawyer / 2 / e / n / talk to critobulos / 1 / s / talk to anytos / 1 / n / talk to critobulos / 1."

Test endgame with "wait / wait / wait / 1 / n / s / talk to fisherman / 2 / 2 / 1 / 1 / n / talk to merchant / 1 / catch chickens / catch chickens / catch chickens / enter stall / catch chickens / exit / give chickens to boy / s / w / talk to lawyer / 2 / e / n / talk to critobulos / 1 / s / talk to anytos / 1 / n / talk to critobulos / 1 / talk to guard / look at Socrates."

Test socrates with "talk to guard/look at Socrates/talk to Socrates/1/2/2/2/2/1/1/1/1"

[Extensions] Include Simple Chat by Mark Tilford.

Include Exit Lister by Eric Eve.

[New actions] Talking to is an action applying to one visible thing. Understand "talk to [someone]" as talking to. Report talking to: say "You have nothing to say.". Understand "ask [somebody]" as talking.

Catching is an action applying to one visible thing. Understand "catch [something]" as taking. Understand "catch" as taking.

[Chat Nodes] [Dialogue "Beginning"] game_accept, game_yes, game_no are chat nodes.

[Dialogue "Fisherman"] fisherman_begin, fisherman_athens, fisherman_nothing, fisherman_hippodamos, fisherman_long walls, fisherman_war, fisherman_thanks are chat nodes.

[Dialogue "Merchant"] merchant_begin, merchant_athens, merchant_nothing are chat nodes.

[Dialogue "lawyer"] lawyer_begin, lawyer_nothing, lawyer_punishment, lawyer_accusation are chat nodes.

[Dialogue "Anytos"] anytos_begin, anytos_nothing, anytos_accusation are chat nodes.

[Dialogue "Critobulos"] critobulos_begin, critobulos_nothing, critobulos_anytos, critobulos_accusation are chat nodes.

[Dialogue "Socrates"] conviction, escape, injustice, responsibility, bribery are chat nodes.

[Dialogue "Socrates"] dialogue_1, dialogue_1_Yes, dialogue_1_No, dialogue_2_yes, dialogue_2_no, dialogue_2, dialogue_3, dialogue_3_no, dialogue_3_yes, dialogue_4, dialogue_4_yes, dialogue_4_no, dialogue_5, dialogue_5_yes, dialogue_5_no, dialogue_6, dialogue_6_yes, dialogue_6_no, dialogue_7, dialogue_7_yes, dialogue_7_no, dialogue_8, dialogue_8_yes, dialogue_8_no, dialogue_9, dialogue_9_yes, dialogue_9_no are chat nodes.

[******************************] Section 1 - Temple in Crete [******************************]

Crete is a region. Temple is in Crete. Temple is a room. Description of temple is "You are in a beautiful pictured room in the center of the temple.

You are concentrated on some preparations for a ceremony for the evening.

You can see a huge statue of Artemis, the goddess you dedicated your life to.

You are worried, because you have raised the anger of the other priestesses of this temple. They seem to be jealous, since it was you, Artemis has chosen for her message to receive in a vision. She told you that she does not approve of human or animal sacrifice, that this kind of oblation lies not in the purpose of any god or goddess.

Since the rites of oblations are very old and are supposed to remind the story of the old King Minos, Pasiphae and her lapse and its result, the Minotaurus, this demand seems ghastly for the corps of Priestesses. They don't want to believe that you have received the message by a daimonion of Artemis and the more you try to convince them, the more furious they become.


Type 'test temple' to skip this chapter. | Type 'test me' to skip everything. | Type 'test endgame' to skip to Socrates dialogue. "

Artemis, pictures, altar, shrine are scenery in the temple. [A notepad and some money are carried by the player.]

The description of Artemis is "Ah, Artemis! The goddess of forests and hills. Her statue is breathtaking. It shows her on the hunt for some game with the most elegant weapon of all: bow and arrow. The fresh twigs of cypress at the base of the statue are causing a scent you always liked."

The description of pictures is "The pictures on the wall show different events of Artemis. Hunting game, tickling her twin brother Apollo, shouting at her father Zeus. You notice the crescent moon above her head on most of the pictures and make a memo to yourself to ask the High Priestess about it."

The description of altar is "A big table made of marble. White and devine in its appearance. Here is where the offering usually takes place. You wonder how it can be kept so clean with all the blood involved in a reasonable sacrifice. Maybe its because the surface is so smooth."

The description of shrine is "Uh! Well, you never liked it and you still don't like it. It's small and old-fashioned. And on top of that just made of wood - cypress of course, holy wood, but not really your taste. You should really start trying to convince the others to get rid of it."

[The description of notepad is "Your high priestess notepad. There is a message inside: 'Visit Socrates and listen to his advice. Don't spend too much of money on your journey, and be careful with strangers."

The description of money is "The money that has been given you for your journey. You haven't spent a lot up to now."]

At 9:02 AM[=Nach drei Aktionen]: say "Suddenly the High Priestess enters the room.

She always appreciated your work and your dedication, now she is the only one who is on your side, since she receives visions herself and knows about the jealousy of the human heart and it's consequences. She is worried and has an assingement for you:

'My dear Atalanta, you know that I am very concerned for your well being. I am afraid, something horrible might happen to you, since the others are not going to be pacefied in this question, though I myself feel very clearly the truth of your saying. This is why I was asking the Oracle and it told me, you should go to Athens to meet Socrates, the wise man I told you about, and learn from him as much as you can. He will give you good advice on this matter, and since he is not involved, his suggestions are very likely to be accepted by the other priestesses of this temple.

But the oracle also told me that he is in danger too and you should leave right away, so take the very first ship tomorrow morning. I wish you a good journey, you will pass Delos - the swimming island which stands on poles made of diamont - on your way to Athens, please drop in at the temple of Apollo to give an oblation to Artemis brother, to pay him respect.'"; run a conversation from game_accept.


[Dialogue "Beginning"] Instead of giving text for game_accept: say "Accept?" Instead of finding responses to game_accept: link to game_yes; link to game_no; forbid exiting on zero.

Instead of giving link to game_yes: say "'Yes'"; Instead of giving text for game_yes: say "Now the quest beginns."; now player is in the port.

Instead of giving link to game_no: say "'No'"; Instead of giving text for game_no: say "Unfortunatly this was the wrong answer. Suddenly you hear angry voices in a riot, the other priestesses have decided, that you are supposed to be the next sacrifice. They enter furiously the room furiously with mad eyes and sharp voices. You are so terrified, that your heart decides to stand still. Poor little Atalanta! That was it."; end the game in death.


[******************************] Section 2 - Piraeus [******************************]

Piraeus is a region. Port and Open plaza are in Piraeus.

Zea, Munychia_port, Kantharos, Munychia_hill, Open Field are backdrop in Piraeus.

The description of Zea is "Zea is one of the two docks for military purpose. A few very big and impressive war ships are lying there - heavily guarded."

[Was ist Akte???]

The description of Munychia_port is "Mynchia is one of the two docks for military purpose. It seems much more organized than Kantharos and the many guards that are standing around look quite impressive."

The description of Kantharos is "Kantharos is one of the three docks. It is resevered for trade. You can see quite some ships there. Many traders try to get their load off the ship without the thiefs intervening."

The description of Munychia_hill is "The hill is very steep and rises about 80 meters. On the top is a castle, built by Hippias. You think it would be nicer to have a temple up there. Maybe in future times..."

The description of Open Field is "It's open. And a field. Thus: an open field! Rabbits, yellowish gras, lots of dust, old car tires and plastic bags - what did you expect, you're in Greece!"


[The Hippodamos Agora] Open plaza is north of port. "A few steps north of the Zea is this wide open place that is located in the middle of Piraeus, the small town that is built around the the three ports: Kanatharos, Zea and Munychia.

The plaza is surrounded by many buildings, mostly houses of the people who live here, which all somehow look the same. But not only do the buildings all look very similar, the streets are built in a strange way as well: They go parallel from north to south and from east to west, together with the houses they form a town that looks like a chessbord.

Behind the houses, on the west side, lies the Kantharos-port. South of the houses is a hill called Akte. To the east lies a hill that is named Munychia behind which is the third port with the same name. Outside the town, to the north, lies an open field."

Merchant is a man.

After talking to merchant, run a conversation from merchant_begin.

[Dialogue "Merchant"] Instead of giving text for merchant_begin: say "'Hello.'" Instead of finding responses to merchant_begin: link to merchant_athens; link to merchant_nothing; forbid exiting on zero.

Instead of giving link to merchant_athens: say "'Hello, Can I join you on the way to Athens?'" Instead of giving text for merchant_athens: say "'Yes, Just follow me.'

Now you find youself in the heart of Athens!

The place where everybody is busy, where merchants try to sell their goods, where Socrates spent hours and hours discussing with everybody who was willing to (or sometimes not so willing to)."; now player is in marketplace

Instead of giving link to merchant_nothing: say "'No, nothing...'"; Instead of giving text for merchant_nothing: say "..."

[The Zea-port] Port is a room. "You just arrived at Athens.

You remember clearly the stories the High Priestess told you about Socrates, who was in his early days initiated in the secrets of love and wisdom by another famous High Priestess - Diotima. Since you are eager to learn as much of the secrets of life and death as you can, you are very exited to meet this well-known man, to get yourself initiated by his and Diotimas wisdom.

The port of Athens is very busy. On your stop in Delos you heard about the trial of Socrates, but noone knew about its outsome. So you are in some kind of pressure to find out, where Socrates is, and if he still is.

You have asked several people, but they are not very kind to strangers. Maybe you can trick on one of the fishermen, who are unloading their fishings. You have learned several tricks in the temple to manipulate things and people. But you always keep in mind your High Priestess warning never to misuse these techniques for your personal wants, only to serve a high aim for the good of all beings.

Type 'test port' to skip this chapter."

Fisherman is a man in the port.

After talking to fisherman, run a conversation from fisherman_begin.

[Dialogue "Fisherman"] Instead of giving text for fisherman_begin: say "Hello, Can I help you?" Instead of finding responses to fisherman_begin: link to fisherman_athens; if open plaza is visited, link to fisherman_hippodamos; link to fisherman_nothing; forbid exiting on zero.

Instead of giving link to fisherman_hippodamos: say "'What about the strange architecture of this town?'" Instead of giving text for fisherman_hippodamos: say "'Haven't you heared of the famous architecture Hippodamos? He designed all of this. The agora is named for him.'" Instead of finding responses to fisherman_hippodamos: link to fisherman_athens; link to fisherman_long walls; link to fisherman_nothing; forbid exiting on zero.

Instead of giving link to fisherman_athens: say "'Can you show me the way to Athens?'"; Instead of giving text for fisherman_athens: say "'Sorry, I don't have time to show you the way.'"; Instead of finding responses to fisherman_athens: link to fisherman_nothing; forbid exiting on zero.

Instead of giving link to fisherman_long walls: say "'What are these 'Long Walls'?" Instead of giving text for fisherman_long walls: say "'They are no longer. They are gone since the end of the last war. They used to connect Athens with Piraeus, which made it a very safe place. There is talk that they should be rebuilt.'" Instead of finding responses to fisherman_long walls: link to fisherman_war; link to fisherman_nothing; forbid exiting on zero.

Instead of giving link to fisherman_war: say "'What about this 'War'?" Instead of giving text for fisherman_war: say "'Anyway, if you want to go to Athens, you might as well join a friend of mine. He is a merchant who sells goods in Pireaus and in Athens. Right now he is at the big plaza north of here, but he will soon walk over to Athens and try his luck there.

I need to go on my ship now. Good bye!'" Instead of finding responses to fisherman_war: link to fisherman_thanks; forbid exiting on zero.

Instead of giving link to fisherman_thanks: say "'Thank you!"; Instead of giving text for fisherman_thanks: remove fisherman from play; now merchant is in open plaza.

Instead of giving link to fisherman_nothing: say "'No, thank you.'"; Instead of giving text for fisherman_nothing: say "Your trick would have worked on a fisherman. But unfortunatly this is a pirat, who takes your money and - sorry, for this - stabs you to death. "; [ end the game in death.]


[******************************] Section 3 - Athens [******************************]

Agora is a region. South Stoa, Law court, Marketplace, Prison, Cell of Socrates, stall_inside are in the Agora.

Fountain House, Mint, Bouleuterion, Strategeion, Tholos are backdrop in the agora.

[räume in scenery umwandeln]

[South Stoa] South Stoa is a room. "You are now entering the South Stoa and enjoy the long walk down the corridor edged with beautiful columns." South Stoa is south of marketplace.

Anytos is a man. After talking to anytos, run a conversation from anytos_begin.

[Dialogue "Anytos"] Instead of giving text for anytos_begin: say "'Hello Anytos! I heard, that you were present at the trial of Socrates. I am a stranger from Crete, and I am very curious to hear what was going on at this incident, so may I be so free to ask you some questions?'" Instead of finding responses to anytos_begin: link to anytos_accusation; link to anytos_nothing; forbid exiting on zero.

Instead of giving link to anytos_accusation: say "'As I told you before I come from Crete - even there the name of Socrates is well-known as the name of a wise man, so I wonder why he was accused - I learned that you were one of the main accuser. Please tell me, why you did so, I am very eager to learn the truth of Socrates and his trial, so that I will be in the position to pass it on to whereever I go!'"; Instead of giving text for anytos_accusation: say "Anytos looks at you from your head on to your toe. He looks a bit self-satisfied, but also flattered by the concern you show in his position: 'Well, Socrates used to mock other people and caused some bafflement and confusion like a crampfish; as for instance he did so in Menon's house some time ago. You seem to be really interested in what was going on, so I will tell you this little story. We were discussing whether virtue is teachable or not, and to whom one should go to learn a special technique. So if you would like to become a doctor you would go to a doctor and so on. Eventually we came to the question who would be able to make a person better and wiser. After a little while we came to the subject of the sophists, the people who are - this is my oppinion - known to be the corruption and the misfortune for the ones becoming friendly with them. And Socrates seemed to be surprised and tried to convince me, that one of them would be a better teacher for any son of Athens as any good and righteous athean citizen, as is my personal point of view. Then he came with examples: neither Themistocles, the politician, nor Pericles, whom he called an admirable wise man, nor Lysimachos, nor Thucydides were able to pass on their knowledge and virtue to their sons, though of course they had the best teachers for all the other techniques you can learn from professional authorities like - let's say - horseriding. Just imagine the impudence of this saying, that all these people failed in the education and upbringing of their own children! I was very angry with Socrates that day and warned him not to continue with the defaming of athenean citizens. But he kept on to adulterate and spoil the young people, since he himself is one of these sophists. Of course he wanted to find excuses for their activities!'"; deactivate anytos_accusation; activate critobulos_anytos.

Instead of giving link to anytos_nothing: say "'You are speechless upon the anger this man seems to feel against Socrates. He after a while get's bored by your silence and turns away, still in rage and talking to the men in his company'"; Instead of giving text for anytos_nothing: say "'If it is true that Socrates defamed other people, I understand your aggravation, though I am really surprised and can hardly believe this. But still, I want to thank you for your time and telling me this story! I wish you a good day, Anytos.'"


[Fountain House] Description of Fountain house is "You just entered the place where hardworking women normally get some fresh water for their homes. So you probably found the perfect spot to hear some news and gossip. Right at the moment two women are leaving the fountain house carrying heavy jars filled with fresh cold water, while others are grouped around the huge water tank, having a little chat."


[Mint] Description of Mint is "Coins, coins and again coins. It seems you found access to the Athenian coinage. Take care that none of this money accidentally slips into your pocket!"


[******************************] Section x - Law Court [******************************]

[Law court] Law court is a room. Description of Law court is "You just entered the building where Socrates was sentenced to death by the Athenians. What a creepy feeling!" Law court is west of South Stoa.

[1)Hört Gespräch mit, lawyer schickt sie zu anytos 2) chicken 3) critobulos]

The lawyer is a man in the law court.

Before talking to lawyer for the first time, say "Are yout the one who was so interested in the Socrates case? If you like I could tell you something about it. I was quite involved you know..."

After talking to lawyer, run a conversation from lawyer_begin.

[Dialogue "lawyer"] Instead of giving text for lawyer_begin: say "'What do you want to know about the process?'" Instead of finding responses to lawyer_begin: link to lawyer_punishment; link to lawyer_accusation; link to lawyer_nothing; forbid exiting on zero.

Instead of giving link to lawyer_punishment: say "'What about the punishment, why did he get a death penatly?'"; Instead of giving text for lawyer_punishment: say "'Nothing really. I know everything I need to.'"

Instead of giving link to lawyer_accusation: say "'Can you tell me more about the accusations?'" Instead of giving text for lawyer_accusation: say "'If he really did all that, the penalty is ok I guess.'"; activate critobulos_accusation.

Instead of giving link to lawyer_nothing: say "'Thank you, but I need nothing at the moment.'"; Instead of giving text for lawyer_nothing: say "'Very Well, when you want to know more, you can return any time.'"


[Tholos] Description of Tholos is "That's not the right time to do sightseeing in the Tholos. Maybe it would be more polite if you entered after the Prytaneis finished their meal."


[Bouleuterion] Description of Bouleuterion is "You already heard about the council of 500, the so called Boule. But somehow you always imagined it totally different. As you take a look around the room it seems to you more like a little theatre, with empty benches arranged in a semicircle around a small area for the chairman."


[Strategeion] Description of Strategeion is "That's really not the appropriate place for a civilian! Just entering the headquarter of the most important generals of Athens without an appointment? No way!"


Marketplace is a room. "The athenian market, filled with plenty of stalls, decorated with apples, grapes, melons, figs and other kinds of fruit - spread before your eyes. The odour of ripe fruit fills your nostrils and lets you wish to purchase a slice of beautifully coloured water melon. Other stalls contain pottery, or meat, or fish.

Between the stalls there are running around some gaggling chickens - they escaped from their wooden cage belonging to a boy who is selling the chickens to fullfill his fathers order he got in the morning. He runs after them, shouting and waving. You might feel obliged to help him.

A couple of pigs stand grunting and sobbing, kept together by their owner, who is standig next to them with a staff made of wood, ready to kick the pigs on their backs when they want to stroll away.

A sad looking cow with tender eyes waits to be purchased by a butcher.

Type 'test chicken' to skip the chicken-chapter. | Type 'test accusations' to skip the accusations-chapter."

[******************************] Section 4 - Catching the chickens [******************************]

Catching the Chickens is a scene. Catching the chickens begins when player is in the Marketplace for the first time. Catching the Chickens ends when taking chickens.

The stall is scenery in the marketplace.

The stall_inside is a room. "A small stall of a egg vendor. First-class eggs, very expensive." [Cage is a container. Description of cage is "It is a big container made of wood."]

Boy is a person in the marketplace. Description of boy is "He is a boy of about sixteen years, not more than that. He is tall and very slim, probably he was growing fast lately. His black, curly hair would - under more friendly circumstances - shine in the sun like a ravens wing, now they are flattering in the wind and they have become wet of sweat. His father ordered him this morning to sell the chickens on the market - this is why he looks really distressed, because he doesn't want to disappoint his father."

[Cow is an animal in the marketplace. Pigs are animals in the marketplace.]

Chickens are things in the marketplace. Description of chickens is "They make much fuzz running around in circles."

After taking the chickens: say "I was hypnotising them."


Instead of looking for the second time during Catching the Chickens: say "As you look for the chickens, you soon spot them next to a group of pigs, only a couple of steps away from you. You move towards them and get ready to catch the chickens."; now the description of marketplace is "Plenty of things and people to see. The air is full of noises: the gaggling of chickens, the grunting of pigs, and the melancholic mooing of the cow with the sad eyes. Children running arround, laughing and giggeling, their mothers shouting after them, and the farmers offering their goods."; now chickens are in the marketplace.


The intimacy-level is a kind of value. The intimacy-levels are low, medium and high. The chickens have an intimacy-level.


Before taking the chickens: if the intimacy-level of the chickens is low begin; say "As you approach the chickens, the pigs start a grunting and squeaking uproar and the chickens flee again - right through a group of people and stop next to a fountain behind them."; now the intimacy-level of the chickens is medium; change the description of marketplace to "The people standing arround are laughing, watching the scene, some of them encourage you and try to give advise (instead of staring to help)."; stop the action; end if; if the intimacy-level of the chickens is medium begin; say "You run around the group and just the second when you try to hypnotize the chickens, they flee once again.

This time they run towards a vendor who displays a crate full of fresh eggs."; now the intimacy-level of the chickens is high; stop the action; end if; if the intimacy-level of the chickens is high and the chickens are in the marketplace begin; say "Before you reach the vendor, the chickens enter one of the countless market stalls. It looks like the stall of an egg vendor. Well, at least now the chickens are trapped inside! There is no other person than yourself in the stall."; now chickens are in stall_inside; stop the action; end if; if chickens are in the stall_inside and player is not in the stall_inside begin; say "You only have to enter this stall and the chickens are yours."; stop the action; end if; if chickens are in the stall_inside and player is in the stall_inside begin; say "Without anyone noticing, you step into the stall and you see the chickens crwowding together in a corner.

In this moment you stand before the chickens and hypnotize them. As they drop on the floor like littly feathery stones, you hit a big bowl with eggs with your elbow, while hypnotizing the chickens and eventually one after another keep falling on the floor, making 'plop' and a real mess on the floor. Fortunately you made it out of the stall without getting too dirty and you have the chickens at last."; change the description of marketplace to "There is an uproar nearby. Some people react indignantly in reference of the smashed eggs"; [ move player to marketplace; ] end if.

Instead of entering stall: now the player is in the stall_inside.

Instead of exiting: now player is in marketplace.

Instead of dropping the chickens, say "The chickens already caused enough trouble. You're not going to release them out of your safe arms."


Critobulos is a man. The description of Critobulos is "Critos older son Critobolus is as tall as his father and looks just like the younger version of Crito. His hair is black, of course, but he has the same noble appearance as his father, though he is still very youthfull."

Instead of giving chickens to boy: say "Thank you very much for catching the chickens! I heard you are looking for Socrates. Maybe Critobulos can help you."; now Critobulos is in the marketplace.

After talking to Critobulos, run a conversation from critobulos_begin.

[Dialogue "Critobulos"] Instead of giving text for critobulos_begin: say "'Hello! Is there anything you want to ask me?'" Instead of finding responses to critobulos_begin: link to critobulos_accusation; link to critobulos_anytos; link to critobulos_nothing; forbid exiting on zero.

Instead of giving link to critobulos_accusation: say "'Please tell me everything you know about the trial. Is there any truth in the accusation of Anytos? I just met him, he still is full of anger towards Socrates, so I wonder, what he could have done that was so bad to enrage people like that!'"; Instead of giving text for critobulos_accusation: say "'Yes, it was Anytos, he was one of the main accusers, together with Lycan and Meletos, who in fact filed the lawsuit; so you met Anytos already, he and his clique are prowling around in the Stoa ....'";


Instead of giving link to critobulos_anytos: say "'Give me advice, is it true what Anytos told me about Socrates, that he was defaming athenian citiziens and adultering and spoiling young people ? He refered to an incident at Menon's house, where he denigrated even Pericles and other honorable citizens! I can hardly believe all this, since in Crete we used to hear very different things about this old man, who is supposed to be the wisest man of Athens if not of all men!'"; Instead of giving text for critobulos_anytos: say "'Of course it wasn't like Anytos told you. He has a small mind and he - if you ask me - is rather jealous, since Socrates has an excellent reputation and if you seek advice in questions of virtue, you could not find a better man than him! It ist incredible, what happened in this trial, and we - that means, his friends and deciples, are quite in despair! So, Anytos told you, Socrates would defame other people and spoil the youth of Athens. That's ridiculous, really! No other man than Socrates is as honest, candid and cordial than him. If you are a good and righteous person, noone would pay you more respect than he would. But of course, he seems to look right into your mind and heart, and if you are not as fair-minded and straight forwardly as he is, if you try to pump yourself like a full up like a wineskin, or are saying things, which you have no idea about whatsoever they really might be - than he used to ask you questions. But not to blame you, that was not his concern, not really. Maybe sometimes it looked like that, but as a matter of fact, the people blamed themsselves because of ther imprudence. Socrates just could not bear the thoughtlessness of some peoples comments. The truth is, that Lysimache, Melesias, Nikias and Laches were rather worried about the education of their sons. I once listend to a conversation between these men, which were regretting the lack of education, they experienced themselves in their own youth through their own fathers, who had all fullfilled heroic or administrative deeds in war or for the polis. Though upright men, they neglected their childrens education. Now they wanted to give their sons better advice in giving example: if they want to become famous they should learn to fence in full armour. Their sons promised to obey their fathers advice. And they - as good fathers, concerned for their sons - were thinking about other important techniques or sciences, which would be wise to give opportunity to adopt. After a while Laches suggested to contact Socrates in this matter, since he would be able to help to find out, if there are besides martial arts other techniques in other kinds of art or science which would be of any good for their sons. So you see, Atalanta, that it is simply not true, that Socrates defamed other people, since he never said anything without explicitely being asked. If you want to hear truth, than he is the best person to ask - though he will not really give you an explicit answer, he shows you the path of truth!'";


Instead of giving link to critobulos_nothing: say "'Nothing'"; Instead of giving text for critobulos_nothing: say "'My dear Critobulos, thank you so much for spending your time! I am ever so gratefull and relieved to hear this from you. Artemis shall bless you and your familiy! Good bye!'"  ;

now Anytos is in the south stoa;

[now player is in prison. [Vorläufiger Übergang ins Prison] Instead of preparing critobulos_anytos: do nothing.]

[ deactivate critobulos_accusation. Instead of preparing critobulos_accusation: do nothing.]


Crito is a man. The description of Crito is "He is a tall, handsome old man with grey curlierd hair falling down to his shoulders, his eyes are full of anger, he is gesticulating while speaking, he is apealling aganinst an unjust judgement pronounced a couple of days ago. You can hear the name 'Socrates'."


[******************************] Section 5 - Meeting Crito [******************************]

Melon is in the Marketplace. "A farmer is standing in front of his stall trying to sell his fruit. 'You want some melons? Very ripe, I give you a good price!' You hesitate, because your appetite has been awakend."

[Instead of buying melons, say "'What's the price for a slice of melons?' ' Half a copper coin.' The farmer is grinning from one ear to another. You decide to call him a racketeer and walk off."

Instead of buying melons, say "'Give me a slice of melon.' 'You can only have the whole melon or none!'"]

Instead of buying melons, say "'I would like to buy one slice of melon, is it possible?' 'Certainly, my lady, here you have it for good!" Now player is in prison.

[Instead of giving notepad to Crito: say "I think we have the same mission: we both want to see Socrates. Maybe you can help me to convince Socrates to flee and to go to Crete with you. I know that Socrates always appreciated the cretean laws. Let's go together to the cell of Socrates."; ]




[******************************] Section 6 - Access to Socrates [******************************]


[Prison]

Prison is a room. It is west of Law Court. Description of Prison is "Such a frightening place! All the guards around you are watching every move that you make. Actually you feel like as YOU were the one who was imprisoned. At the end of the corridor you already can see the cell of Socrates, which is carefully watched by a guard.


Type 'test socrates' to skip this chapter."

Guard is a man in prison.

Instead of talking to guard: say " He already expected your visit and opens the cell door. You are entering the cell in order to talk to Socrates. But now, standing directly in front of the man, after whom you have been looking for such a long time, you notice that Socrates is fast asleep."; now player is in cell.


[Cell]

Cell is a room. The description of Cell is "How horrible to see how some stories end. Imprisoned in a tiny shabby room, Socrates is taking a little nap in the corner of the cell."

In the Cell is a man called Socrates. The description of Socrates is "He is fast asleep."

After talking to Socrates: run a conversation from dialogue_1.


[ Dialogue "Socrates"; Basiert großteils auf Kriton 49a-50a in Übersetzung von Benjamin JOWETT, http://www-philosophy.ucdavis.edu/mattey/phi001/crito.htm ]


[dialogue_1]

Instead of giving text for dialogue_1: say "As you address your speech to Socrates, he slowly wakes up and takes notice of your presence . Still a bit tired, he gets aware of the fact that you and Crito are probably here to convince him to escape. It seems like you finally accomplished your mission to get into a little chat with this famous man. Listen what he has to say! Try to choose the appropriate answer to be a worthily partner for Socrates. Let the famous socratic dialogue begin:

Socrates: Are we to say that we are never intentionally to do wrong, or that in one way we ought and in another way we ought not to do wrong, or is doing wrong always evil and dishonorable, as I was just now saying, and as has been already acknowledged by us? Are all our former admissions which were made within a few days to be thrown away? And have we, at our age, been earnestly discoursing with one another all our life long only to discover that we are no better than children? Or are we to rest assured, in spite of the opinion of the many, and in spite of consequences whether better or worse, of the truth of what was then said, that injustice is always an evil and dishonor to him who acts unjustly? Shall we affirm that?"

Instead of finding responses to dialogue_1: link to dialogue_1_yes; link to dialogue_1_No; forbid exiting on zero.

Instead of giving link to dialogue_1_yes: say "Yes";

Instead of giving text for dialogue_1_yes: run a conversation from dialogue_2.

Instead of giving link to dialogue_1_No: say "No way";

Instead of giving text for dialogue_1_No: say "Are you sure that you have chosen an adequate answer in this tricky situation Socrates is in? Maybe you want to think it over and undo the last move?"; end the game in death.


[dialogue_2]

Instead of giving text for dialogue_2: say "Then we must do no wrong?"

Instead of finding responses to dialogue_2: link to dialogue_2_yes; link to dialogue_2_no; forbid exiting on zero.

Instead of giving link to dialogue_2_yes: say "Let's think about it ... maybe we should?"; Instead of giving text for dialogue_2_yes: say "Doing wrong and even knowing about it can never be a solution for Socrates!"; end the game in death.

Instead of giving link to dialogue_2_no: say "Certainly not.";

Instead of giving text for dialogue_2_no: run a conversation from dialogue_3.


[dialogue_3]

Instead of giving text for dialogue_3: say "Nor when injured injure in return, as the many imagine; for we must injure no one at all?"

Instead of finding responses to dialogue_3: link to dialogue_3_yes; link to dialogue_3_no; forbid exiting on zero.

Instead of giving link to dialogue_3_yes: say "I agree with the opinion of the many."

Instead of giving text for dialogue_3_yes: say "It's not all about the opinon of the many! Maybe you should try it again and figure out your own opinion."; end the game in death.

Instead of giving link to dialogue_3_no: say "Clearly not.";

Instead of giving text for dialogue_3_no: run a conversation from dialogue_4.


[dialogue_4]

Instead of giving text for dialogue_4: say "Again, may we do evil?"

Instead of finding responses to dialogue_4: link to dialogue_4_yes; link to dialogue_4_no; forbid exiting on zero.

Instead of giving link to dialogue_4_yes: say "At first let us find a definition for evil! What is evil?"

Instead of giving text for dialogue_4_yes: say "Good job! But fighting the master of thoughts with his own weapons is maybe in this paticular case a bit disrespectful!"; now player is in Cell.

Instead of giving link to dialogue_4_no: say "Surely not, Socrates.";

Instead of giving text for dialogue_4_no: run a conversation from dialogue_5.


[dialogue_5]

Instead of giving text for dialogue_5: say "And what of doing evil in return for evil, which is the morality of the many--is that just or not?"

Instead of finding responses to dialogue_5: link to dialogue_5_yes; link to dialogue_5_no; forbid exiting on zero.

Instead of giving link to dialogue_5_yes: say "The moral of the many is always just.";

Instead of giving text for dialogue_5_yes: say "Do you think that this is really a good point of view? The opinion of the many as a moral standard? Socrates probably didn't like to hear that!"; end the game in death.

Instead of giving link to dialogue_5_no: say "Not just."

Instead of giving text for dialogue_5_no: run a conversation from dialogue_6.


[dialogue_6]

Instead of giving text for dialogue_6: say "For doing evil to another is the same as injuring him?"

Instead of finding responses to dialogue_6: link to dialogue_6_yes; link to dialogue_6_no; forbid exiting on zero.

Instead of giving link to dialogue_6_yes: say "Very true.";

Instead of giving text for dialogue_6_yes: run a conversation from dialogue_7.

Instead of giving link to dialogue_6_no: say " I disagree!";

Instead of giving text for dialogue_6_no: say "Socrates appreciates your rebellious mind, but unfortunately it was the wrong answer!"; end the game in death.


[dialogue_7]

Instead of giving text for dialogue_7: say "Then we ought not to retaliate or render evil for evil to anyone, whatever evil we may have suffered from him. But I would have you consider whether you really mean what you are saying. For this opinion has never been held, and never will be held, by any considerable number of persons; and those who are agreed and those who are not agreed upon this point have no common ground, and can only despise one another when they see how widely they differ. Tell me, then, whether you agree with and assent to my first principle, that neither injury nor retaliation nor warding off evil by evil is ever right. And shall that be the premise of our argument? Or do you decline and dissent from this? For this has been of old and is still my opinion; but, if you are of another opinion, let me hear what you have to say. If, however, you remain of the same mind as formerly, I will proceed to the next step."

Instead of finding responses to dialogue_7: link to dialogue_7_yes; link to dialogue_7_no; forbid exiting on zero.

Instead of giving link to dialogue_7_yes: say "You may proceed, for I have not changed my mind.";

Instead of giving text for dialogue_7_yes: run a conversation from dialogue_8.

Instead of giving link to dialogue_7_no: say " I have a rather different opinion about this subject!";

Instead of giving text for dialogue_7_no: say "That's probably not the perfect time to defend your own theories. At least Socrates has just a few hours left to live."; end the game in death.


[dialogue_8]

Instead of giving text for dialogue_8: say "Then I will proceed to the next step, which may be put in the form of a question: Ought a man to do what he admits to be right, or ought he to betray the right?"

Instead of finding responses to dialogue_8: link to dialogue_8_yes; link to dialogue_8_no; forbid exiting on zero.

Instead of giving link to dialogue_8_yes: say "He ought to do what he thinks right.";

Instead of giving text for dialogue_8_yes: run a conversation from dialogue_9.

Instead of giving link to dialogue_8_no: say " Betraying the right would be also a possibility.";

Instead of giving text for dialogue_8_no: say "If you really think so, it might be better to go back to the start! This time you should take a closer look at Socrates' argumentation!"; now player is in cell.


[dialogue_9; end of dialogue]

Instead of giving text for dialogue_9: say "But if this is true, what is the application? In leaving the prison against the will of the Athenians, do I wrong any? or rather do I not wrong those whom I ought least to wrong? Do I not desert the principles which were acknowledged by us to be just? What do you say?"

Instead of finding responses to dialogue_9: link to dialogue_9_yes; link to dialogue_9_no; forbid exiting on zero.

Instead of giving link to dialogue_9_yes: say "I cannot tell, Socrates, for I do not know. But inspired by your words I now became aware of my own situation. Running away is not the right answer for me and I see that it is my duty to go back home to Crete! Now, that I know what's the right thing for me to do, I simply can't act against my inner voice, my daimonion!"; end the game in victory.

Instead of giving link to dialogue_9_no: say "This is your last chance to escape, Socrates! Use it!";

Instead of giving text for dialogue_9_no: say " I doubt that you fully understood, what Socrates was about to say! He was just telling you that escaping is not the right choice in his particular situation! Maybe it's better to go back to zero and start again!"; now the player is in cell.


[Schlussbemerkung / fährt zurück]======= "Desperately Seeking Socrates" by Patrick, Silvia und Ruth

[******************************] Section 0 [******************************]

[Test Commandos] [-Whole game] Test me with "wait / wait / wait / 1 / n / s / talk to fisherman / 2 / 2 / 1 / 1 / n / talk to merchant / 1 / catch chickens / catch chickens / catch chickens / enter stall / catch chickens / exit / give chickens to boy / s / w / talk to lawyer / 2 / e / talk to Anytos/ 1 / n/ talk to Critobulos / 1 / s / 1 / n / talk to Critobulos / 1 / look/ buy melon/s/ w/ w/talk to guard / look at Socrates / talk to Socrates / 1 / 2 / 2 / 2 / 2 / 1 / 1 / 1 / 1."


[-Part of the Game] Test temple with "wait / wait / wait / 1."

Test port with "n / s / talk to fisherman / 2 / 2 / 1 / 1 / n / talk to merchant / 1."

Test chickens with "catch chickens / catch chickens / catch chickens / enter stall / take chickens / exit / give chickens to boy."

Test accusations with "s / w / talk to lawyer / 2 / e / n / talk to Critobulos / 1 / s / talk to Anytos / 1 / n / talk to Critobulos / 1."

Test up_to_socrates with "wait / wait / wait / 1 / n / s / talk to fisherman / 2 / 2 / 1 / 1 / n / talk to merchant / 1 / catch chickens / catch chickens / catch chickens / enter stall / catch chickens / exit / give chickens to boy / s / w / talk to lawyer / 2 / e / n / talk to Critobulos / 1 / s / talk to Anytos / 1 / n / talk to Critobulos / 1 / look/ buy melon/s/ w/ w/talk to guard / look at Socrates."


Test socrates with "talk to guard/look at Socrates/talk to Socrates/1/2/2/2/2/1/1/1/1"

[Extensions] Include Simple Chat by Mark Tilford.

Include Exit Lister by Eric Eve.

[New actions] Talking to is an action applying to one visible thing. Understand "talk to [someone]" as talking to. Report talking to: say "You have nothing to say.". Understand "ask [somebody]" as talking.

Catching is an action applying to one visible thing. Understand "catch [something]" as taking. Understand "catch" as taking.

Procedural rule: ignore the print final score rule.

[Chat Nodes] [Dialogue "Beginning"] game_accept, game_yes, game_no are chat nodes.

[Dialogue "Fisherman"] fisherman_begin, fisherman_athens, fisherman_nothing, fisherman_hippodamos, fisherman_long walls, fisherman_war, fisherman_thanks are chat nodes.

[Dialogue "Merchant"] merchant_begin, merchant_athens, merchant_nothing are chat nodes.

[Dialogue "lawyer"] lawyer_begin, lawyer_nothing, lawyer_punishment, lawyer_accusation are chat nodes.

[Dialogue "Anytos"] anytos_begin, anytos_nothing, anytos_accusation are chat nodes.

[Dialogue "Critobulos"] critobulos_begin, critobulos_nothing, critobulos_anytos, critobulos_accusation are chat nodes.

[Dialogue "Socrates"] conviction, escape, injustice, responsibility, bribery are chat nodes.

[Dialogue "Socrates"] dialogue_1, dialogue_1_Yes, dialogue_1_No, dialogue_2_yes, dialogue_2_no, dialogue_2, dialogue_3, dialogue_3_no, dialogue_3_yes, dialogue_4, dialogue_4_yes, dialogue_4_no, dialogue_5, dialogue_5_yes, dialogue_5_no, dialogue_6, dialogue_6_yes, dialogue_6_no, dialogue_7, dialogue_7_yes, dialogue_7_no, dialogue_8, dialogue_8_yes, dialogue_8_no, dialogue_9, dialogue_9_yes, dialogue_9_no are chat nodes.

[******************************] Section - Intro [******************************]

When play begins: say "You are worried, because you have raised the anger of the other priestesses of this temple. They seem to be jealous, since it was you, Artemis has chosen for her message to receive in a vision.

She told you that she does not approve of human or animal sacrifice, that this kind of oblation lies not in the purpose of any god or goddes."; wait for any key; clear the screen; say "


Since the rites of oblations are very old and are supposed to remind the story of the old King Minos, Pasiphae and her lapse and its result, the Minotaurus, this demand seems ghastly for the corps of Priestesses.

They don't want to believe..."; wait for any key; say "

...that you have received the message by a daimonion of Artemis."; wait for any key; clear the screen; say "

And the more you try to convince them..."; wait for any key; say "

[bold type]...the more furious they become![roman type]"; wait for any key; clear the screen;

Rule for printing the banner text: display the boxed quotation "Desperately Seeking Socrates


An Interactive Fiction about the death of Socrates"; show the current quotation; pause the game.

[******************************] Section 1 - Temple in Crete [******************************]

Crete is a region. Temple is in Crete. Temple is a room. Description of temple is "You are in a beautiful pictured room in the center of the temple.

You are concentrated on some preparations for a ceremony for the evening.

You can see a huge statue of Artemis, the goddess you dedicated your life to.


Type 'test temple' to skip this chapter. | Type 'test me' to skip everything. | Type 'test up_to_socrates to skip to Socrates dialogue. "

Artemis, pictures, altar, shrine are scenery in the temple.

The description of Artemis is "Ah, Artemis! The godess of forests and hills. Her statue is breathtaking. It shows her on the hunt for some game with the most elegant weapon of all: bow and arrow. The fresh twigs of cypress are causing a scent you always liked."

The description of pictures is "The pictures on the wall show different events of Artemis. Hunting game, tickling her twin brother Apollo, shouting at her father Zeus. You notice the crescent moon above her head on most of the pictures and make a memo to yourself to ask the High Priestess about it."

The description of altar is "A big table made of marble. White and devine in its appearance. Here is where the offering usually takes place. You wonder how it can be kept so clean with all the blood involved in a reasonable sacrifice. But then again the surface is very smooth..."

The description of shrine is "Uh! Well, you never liked it and you still don't like it. It's small and old-fashioned. And on top of that just made of wood - cypress of course. You should really start to convince the others to get rid of it."

[The description of notepad is "Your high priestess notepad. There is a message inside: 'Visit Socrates and listen to his advice. Don't spend too much of money on your journey, and be careful with strangers."

The description of money is "The money that has been given you for your journey. You haven't spent a lot up to now."]

At 9:02 AM[=Nach drei Aktionen]: say "Suddenly the High Priestess enters the room.

She always appreciated your work, now she is the only one who is on your side, since she receives visions herself and knows about the jealousy of human heart and it's consequences. She is worried and has an assingement for you:

'My dear Atalanta, you know that I am very concerned for your well being. I am afraid, something horrible might happen to you, since the others are not going to be pacefied in this question, though I myself feel very clearly the truth of your saying. This is why I was asking the Oracle and it told me, you should go to Athens to meet Socrates, the wise man I told you about, and learn from him as much as you can. He will give you good advice on this matter, and since he is not involved, his suggestions are very likely to be accepted by the other priestesses of this temple.

But the oracle also told me that he is in danger too and you should leave right away, so take the very first ship tomorrow morning. I wish you a good journey, you will pass Delos on your way to Athens, please drop in at the temple of Apollo to give an oblation to Artemis brother, to pay him respect.'"; run a conversation from game_accept.


[Dialogue "Beginning"] Instead of giving text for game_accept: say "Accept?" Instead of finding responses to game_accept: link to game_yes; link to game_no; forbid exiting on zero.

Instead of giving link to game_yes: say "'Yes'"; Instead of giving text for game_yes: say "Now the quest beginns."; pause the game; now player is in the port.

Instead of giving link to game_no: say "'No'"; Instead of giving text for game_no: say "Unfortunatly this was the wrong answer. Suddenly you hear angry voices in a riot, the other priestesses have decided, that you are supposed to be the next sacrifice. They enter furiously the room with mad eyes and sharp voices. You are so terrified, that your heart decides to stand still. Poor little Atalanta! That was it."; end the game in death.


[******************************] Section 2 - Piraeus [******************************]

Piraeus is a region. Port and Open plaza are in Piraeus.

Akte, Munychia_port, Kantharos, Munychia_hill, Open Field are backdrop in Piraeus.

The description of Akte is "XXXXX"

The description of Munychia_port is "XXXX"

The description of Kantharos is "XXXXX"

The description of Munychia_hill is "The hill is very steep and rises about 80 meters. The top would be natural place for a temple. Maybe in future times..."

The description of Open Field is "It's open. And a field. Thus: an open field! Rabbits, yellowish gras, lots of dust, old car tires and plastic bags - what did you expect, you're in Greece."


[The Hippodamos Agora] Open plaza is north of port. "A few steps north of the Zea is this wide open place that is located in the middle of Piraeus, the small town that is built around the the three ports: Kanatharos, Zea and Munychia.

The plaza is surrounded by many buildings, mostly houses of the people who live here, which all somehow look like the same. But not only do the buildings all somehow look very similar, the streets are built in a strange way as well: They go parallel from north to south and from east to west, together with the houses they from a town that looks like a chessbord.

Behind the houses, on the west side, lies the Kantharos-port. South of the houses is a hill called Akte. To the east lies a hill that is named Munychia behind which is the third port with the same name. Outside the town, to the north, lies an open field."

Merchant is a man.

After talking to merchant, run a conversation from merchant_begin.

[Dialogue "Merchant"] Instead of giving text for merchant_begin: say "'Hallo.'" Instead of finding responses to merchant_begin: link to merchant_athens; link to merchant_nothing; forbid exiting on zero.

Instead of giving link to merchant_athens: say "'Hallo, Can I join you on the way to Athens?'" Instead of giving text for merchant_athens: say "'Yes, Just follow me.'"; pause the game; say "Now you find youself in the heart of Athens!

The place where everybody is busy, where merchants try to sell their goods, where Socrates spent hours and hours discussing with everybody who was willing to."; now player is in marketplace.

Instead of giving link to merchant_nothing: say "'No, nothing...'"; Instead of giving text for merchant_nothing: say "..."

[The Zea-port] Port is a room. "You just arrived at Athens.

You remember clearly the stories the High Priestess told you about Socrates, who was in his early days intitiateted in the secrets of love and wisdom by another famous High Priestess - Diotima. Since you are eager to learn to know as much of the secrets of life and death as you can, you are very exited to meet this well-known man, to get yourself initiated by his and Diotimas wisdom.

The port of Athens is very busy. On your stop in Delos you heard about the trial of Socrates, but noone knew about the outgoing of it. So you are in some kind of pressure to find out, where Socrates is.

You have asked several people, but they are not very kind to strangers. Maybe you can trick on one of the fishermen, who are unloading their fishings. You have learned several tricks in the temple to manipulate things and people. But you always keep in mind your High Priestess appeal never to misuse these techniques for your personal wants, only to serve a high aim for the good of all beings.

Type 'test port' to skip this chapter."

Fisherman is a man in the port.

After talking to fisherman, run a conversation from fisherman_begin.

[Dialogue "Fisherman"] Instead of giving text for fisherman_begin: say "Hallo, Can I help you?" Instead of finding responses to fisherman_begin: link to fisherman_athens; if open plaza is visited, link to fisherman_hippodamos; link to fisherman_nothing; forbid exiting on zero.

Instead of giving link to fisherman_hippodamos: say "'What about the strange architecture of this town?'" Instead of giving text for fisherman_hippodamos: say "'Haven't you heared of the famous architecture Hippodamos? He designed all of this.'" Instead of finding responses to fisherman_hippodamos: link to fisherman_athens; link to fisherman_long walls; link to fisherman_nothing; forbid exiting on zero.

Instead of giving link to fisherman_athens: say "'Can you show me the way to Athens?'"; Instead of giving text for fisherman_athens: say "'Sorry, I don't have time to show you the way.'"; Instead of finding responses to fisherman_athens: link to fisherman_nothing; forbid exiting on zero.

Instead of giving link to fisherman_long walls: say "'What are these 'Long Walls'?" Instead of giving text for fisherman_long walls: say "'They are no longer. They are gone since the end of the last war.'" Instead of finding responses to fisherman_long walls: link to fisherman_war; link to fisherman_nothing; forbid exiting on zero.

Instead of giving link to fisherman_war: say "'What about this 'War'?" Instead of giving text for fisherman_war: say "'Anyway, if you want to go to Athens, you might as well join a friend of mine. He is a merchant who sells goods in Pireaus and in Athens. Right now the is at the big plaza north of here, but he will soon walk over to Athens and try his luck there.

I need to go on my ship now. Good bye!'" Instead of finding responses to fisherman_war: link to fisherman_thanks; forbid exiting on zero.

Instead of giving link to fisherman_thanks: say "'Thank you!"; Instead of giving text for fisherman_thanks: remove fisherman from play; now merchant is in open plaza.

Instead of giving link to fisherman_nothing: say "'No, thank you.'"; Instead of giving text for fisherman_nothing: say "Your trick would have worked on a fisherman. But unfortunatly this is a pirat, who takes your money and - sorry, for this - stabs you to death. "; [ end the game in death.]


[******************************] Section 3 - Athens [******************************]

Agora is a region. South Stoa, Law court, Marketplace, Prison, Cell of Socrates, stall_inside are in the Agora.

Fountain House, Mint, Bouleuterion, Strategeion, Tholos are backdrop in the agora.

[räume in scenery umwandeln]

[South Stoa] South Stoa is a room. "You are now entering the South Stoa and enjoy the long walk down the corridor edged with beautiful columns." South Stoa is south of marketplace.

After talking to Anytos, run a conversation from anytos_begin.

[Dialogue "Anytos"] Instead of giving text for anytos_begin: say "'Hello Anytos! I heard, that you were present at the trial of Socrates. I am a stranger from Crete, and I am very curious to hear what was going on at this incident, so may I be so free to ask you some questions?'" Instead of finding responses to anytos_begin: link to anytos_accusation; link to anytos_nothing; forbid exiting on zero.

Instead of giving link to anytos_accusation: say "'As I told you before I come from Crete - even there the name of Socrates is well-known as the name of a wise man, so I wonder why he was accused - I learned that you were one of the main accuser. Please tell me, why you did so, I am very eager to learn the truth of Sacrates and his trial, so that I will be in the position to pass it on to whereever I go!'"; Instead of giving text for anytos_accusation: say "Anytos looks at you from your head on to your toe. He looks a bit self-satisfied, but also flattered by the concern you show in his position: 'Well, Socrates used to mock other people and caused some bafflement and confusion like a crampfish; as for instance he did so in Menons house some time ago. You seem to be really interested in what was going on, so I will tell you this little story. We were discussing whether virtue is teachable or not, and to whom one should go to learn a special technique. So if you would like to become a doctor you would go to a doctor and so on. Eventually we came to the question who would be able to make a person better and wiser. After a little while we came to the subject of the sophists, the people who are - this is my oppinion - known to be the corruption and the misfortune for the ones becoming friendly with them. And Socrates seemed to be surprised and tried to convince me, that one of them would be a better teacher for any son of Athens as any good and righteous athean citizian, as is my personal point of view. Then he came with examples: neither Themistocles, the politician, nor Pericles, whom he called an admirable wise man, nor Lysimachos, nor Thucydides were able to pass on their knowledge and virtue to their sons, though of course they had the best teachers for all the other techniques you can learn from professional authorities like - let's say - horseriding. Just imagine the impudence of this saying, that all these people failed in the education and upbringing of their own children! I was very angry with Socrates that day and warned him not to continue with the defaming of athenean citiziens. But he kept on to adulterate and spoil the young people, since he himself is one of these sophists. Of course he wanted to find excuses for their activities!'"; deactivate anytos_accusation; activate critobulos_anytos.

Instead of giving link to anytos_nothing: say "'You are speechless upon the anger this man seems to feel against Socrates. He after a while get's bored by your silence and turns away, still in rage and talking to the men in his company'"; Instead of giving text for anytos_nothing: say "'If it is true that Socrates defamed other people, I understand your aggravation, though I am really surprised and can hardly believe this. But still, I want to say thank you for your time you spent in telling me this story! I wish you a good day, Anytos.'"


[Fountain House] Description of Fountain house is "You just entered the place where hardworking women normally get some fresh water for their homes. So you probably found the perfect spot to hear some news and gossip. Right at the moment two women are leaving the fountain house carrying heavy jars filled with fresh cold water, while others are grouped around the huge water tank, having a little chat."


[Mint] Description of Mint is "Coins, coins and again coins. It seems you found access to the Athenian coinage. Take care that none of this money accidentally slips into your pocket!"


[******************************] Section x - Law Court [******************************]

[Law court] Law court is a room. Description of Law court is "You just entered the building where Socrates was sentenced to death by the Athenians. What a creepy feeling!" Law court is west of South Stoa.

[1)Hört Gespräch mit, lawyer schickt sie zu anytos 2) chicken 3) critobulos]

The lawyer is a man in the law court.

Before talking to lawyer for the first time, say "XXX Vorschlag des Anwalts (Gab's die ?berhaupt?) dem Spieler Fragen ?ber den Prozess des Sokrates zu beantworten XXX"

After talking to lawyer, run a conversation from lawyer_begin.

[Dialogue "lawyer"] Instead of giving text for lawyer_begin: say "What do you want to know about the process?" Instead of finding responses to lawyer_begin: link to lawyer_punishment; link to lawyer_accusation; link to lawyer_nothing; forbid exiting on zero.

Instead of giving link to lawyer_punishment: say "'What about the punishment, why did he get a death penatly?'"; Instead of giving text for lawyer_punishment: say "XXXXXXXXXXXXXx."

Instead of giving link to lawyer_accusation: say "'Can you tell me more about the accusations?'" Instead of giving text for lawyer_accusation: say "'XXXXXXXXXXXXXHinweis auf Anytos, der Sokrates anklagte'XXXXXX"; activate critobulos_accusation.

Anytos is a man. Anytos is in the South Stoa;

[now Anytos is in the south stoa;]

Instead of giving link to lawyer_nothing: say "'Thank you, but I need nothing at the moment.'"; Instead of giving text for lawyer_nothing: say "'Very Well, when you want to know more, you can return any time'"


[Tholos] Description of Tholos is "That's not the right time to do sightseeing in the Tholos. Maybe it would be more polite if you entered after the Prytaneis finished their meal."


[Bouleuterion] Description of Bouleuterion is "You already heard about the council of 500, the so called Boule. But somehow you always imagined it totally different. As you take a look around the room it seems to you more like a little theatre, with empty benches arranged in a semicircle around a small area for the chairman."


[Strategeion] Description of Strategeion is "That's really not the appropriate place for a civilian! Just entering the headquarter of the most important generals of Athens without an appointment? No way!"


Marketplace is a room. "The athenian market, filled with plenty of stalls, decorated with apples, grapes, melons, figs and other kinds of fruit - spread before your eyes. The odour of ripe fruit fills your nostrils and let you wish to purchase a slice of beautifully coloured water melon. Other stalls contain pottery, or meat, or fish.

Between the stalls there are running around some gaggling chickens - they escaped from their wooden cage belonging to a boy who is selling the chickens to fullfill his fathers order he got n the morning. He runs after them, shouting and waving. You might feel obliged to help him.

A couple of pigs stand grunting and sobbing, kept together by their owner, who is standig next to them with a wand made of wood, ready to kick the pigs on their backs when they want to stroll away.

A sad looking cow with tender eyes waits to be purchased by a butcher.

Type 'test chicken' to skip the chicken-chapter. | Type 'test accusations' to skip the accusations-chapter."

[******************************] Section 4 - Catching the chickens [******************************]

Catching the Chickens is a scene. Catching the chickens begins when player is in the Marketplace for the first time. Catching the Chickens ends when taking chickens.

The stall is scenery in the marketplace.

The stall_inside is a room. "A small stall of a egg vendor. First-class eggs, very expensive." [Cage is a container. Description of cage is "It is a big container made of wood."]

Boy is a person in the marketplace. Description of boy is "He is a boy of about sixteen years, not more than that. He is tall and very slim, probable he has grown fast lately. His black, curlied hair would - under more friendly circumstances - shine in the sun like a ravens wing, now they are flattering in the wind and they have become wet of sweat. His father ordered him this morning to sell the chickens on the market - this is why he looks really distressed, because he doesn't want to disappoint his father."

[Cow is an animal in the marketplace. Pigs are animals in the marketplace.]

Chickens are things in the marketplace. Description of chickens is "They make much fuzz running around in circles."

After taking the chickens: say "I was hypnotising them."


Instead of looking for the second time during Catching the Chickens: say "As you look for the chickens, you soon spot them next to a group of pigs, only a couple of steps away from you. You move towards them and get ready to catch the chickens."; now the description of marketplace is "Plenty of things and people to see. The air is full of noises: the gaggling of chickens, the grunting of pigs, and the melancholic mooing of the cow with the sad eyes. Children running arround, laughing and giggeling, their mothers shouting after them, and the farmers offering their goods."; now chickens are in the marketplace.


The intimacy-level is a kind of value. The intimacy-levels are low, medium and high. The chickens have an intimacy-level.


Before taking the chickens: if the intimacy-level of the chickens is low begin; say "As you approach the chickens, the pigs start a grunting and squeaking uproar and the chickens flee again - right through a group of people and stop next to a fountain behind them."; now the intimacy-level of the chickens is medium; change the description of marketplace to "The people standing arround are laughing, watching the scene, some of them encourage you and try to give advise."; stop the action; end if; if the intimacy-level of the chickens is medium begin; say "You run around the group and just the second when you try to hypnotize the chickens, they flee once again.

This time they run towards a vendor who displays a crate full of fresh eggs."; now the intimacy-level of the chickens is high; stop the action; end if; if the intimacy-level of the chickens is high and the chickens are in the marketplace begin; say "Before you reach the vendor, the chickens enter one of the market stalls that are everywhere there. It looks like the stall of a egg vendor. Well, at least now the chickens are trapped inside! There is no other person than yourself in the stall."; now chickens are in stall_inside; stop the action; end if; if chickens are in the stall_inside and player is not in the stall_inside begin; say "You only have to enter this stall and the chickens are yours."; stop the action; end if; if chickens are in the stall_inside and player is in the stall_inside begin; say "Without anyone taking notice, you entered the stall inside which you spotted the chickens assembling in a corner.

In this moment you stand before the chickens and hypnotize them. As they drop on the floor like like littly feathery stones, you hit a big bowl with eggs with your elbow, while hypnotizing the chickens and eventually one after another keep falling on the floor, making 'plop' and a real mess on the floor. Fortunately you made it out of the stall without getting too dirty and you have the chickens at last."; change the description of marketplace to "There is an uproar nearby. Some people react indignantly in reference of the smashed eggs"; [ move player to marketplace; ] end if.

Instead of entering stall: now the player is in the stall_inside.

Instead of exiting: now player is in marketplace.

Instead of dropping the chickens, say "The chickens already caused enough trouble. You're not going to release them out of your safe arms."


Critobulos is a man. The description of Critobulos is "Critos older son Critobolus is as tall as his father and looks like the younger version of Crito. His hair is black, of course, but he has the same noble appearance as his father, though he is still very youthfull."

Instead of giving chickens to boy: say "Thank you very much for catching the chickens! I heard you are looking for Socrates. Maybe Critobulos can help you."; now Critobulos is in the marketplace.

After talking to Critobulos, run a conversation from critobulos_begin.

[Dialogue "Critobulos"] Instead of giving text for critobulos_begin: say "'Hello! Is there anything you want to ask me?'" Instead of finding responses to critobulos_begin: link to critobulos_accusation; link to critobulos_anytos; link to critobulos_nothing; forbid exiting on zero.

Instead of giving link to critobulos_accusation: say "'Please tell me everything you know about the trial, what is true of the accusation of Anytos? I just met him, he still is full of anger towards Socrates, so wonder, what he could have done so bad to enrage people like that!'"; Instead of giving text for critobulos_accusation: say "'Yes, it was Anytos, he was one of the main accusers, together with Lycan and Meletos, who in fact filed the lawsuit; so you met Anytos already, he and his clicque are prowling around in the Stoa ....'";


Instead of giving link to critobulos_anytos: say "'Give me advice, is it true what Anytos told me about Socrates, that he was defaming athenian citiziens and adultering and spoil young people ? He refered to an incident at Menons house, where he denigrated even Pericles and other honorable citiziens! I can hardly believe all this, since in Crete we used to hear very different things about this old man, who is supposed to be the wisest man of Athens!'"; Instead of giving text for critobulos_anytos: say "'Of course it wasn't like Anytos told you. He has a small mind and he - if you ask me - is rather jealous, since Socrates has an excellent reputation and if you seek advice in questions of virtue, you could not find a better man than him! It ist incredible, what happened in this trial, and we - that means, his friends and deciples, are quite in despair! So, Anytos told you, Socrates would defame other people and spoil the youth of Athens. That's ridiculous, really! No other man than Socrates is as honest, candid and cordial than him. If you are a good and righteous person, noone would pay you more respect than he would. But of course, he seems to look right into your mind and heart, and if you are not as fair-minded and straight forwardly as he is, if you try to pump yourself like a full up like a wineskin, or are saying things, which you have no idea about whatsoever they really might be - than he used to ask you questions. But not to blame you, that was not his concern, not really. Maybe sometimes it looked like that, but as a matter of fact, the people blamed themsselves because of ther imprudence. Socrates just could not bear the thoughtlessness of some peoples comments. The truth is, that Lysimache, Melesias, Nikias and Laches were rather worried about the education of their sons. I once listend to a conversation between these men, which were regretting the lack of education, they experienced themselves in their own youth through their own fathers, who had all fullfilled heroic or administrative deeds in war or for the polis. Though upright men, they neglected their childrens education. Now they wanted to give their sons better advice in giving example: if they want to become famous they should learn to fence in full armour. Their sons promised to obey their fathers advice. And they - as good fathers, concerned for their sons - were thinking about other important techniques or sciences, which would be wise to give opportunity to adopt. After a while Laches suggested to contact Socrates in this matter, since he would be able to help to find out, if there are besides martial arts other techniques in other kinds of art or science which would be of any good for their sons. So you see, Atalanta, that it is simply not true, that Socrates defamed other people, since he never said anything without explicitely being asked. If you want to hear truth, than he is the best person to ask - though he will not really give you an explicit answer, he shows you the path of truth!'";


Instead of giving link to critobulos_nothing: say "'Nothing'"; Instead of giving text for critobulos_nothing: say "'My dear Critobulos, thank you so much for spending your time! I am ever so gratefull and relieved to hear this from you. Artemis shall bless you and your familiy! Good bye!'"  ;


[now player is in prison. [Vorläufiger Übergang ins Prison] Instead of preparing critobulos_anytos: do nothing.]

[ deactivate critobulos_accusation. Instead of preparing critobulos_accusation: do nothing.]


Crito is a man. The description of Crito is "He is a tall, handsome old man with grey curlierd hair falling down to his shoulders, his eyes are full of anger, he is gesticulating while speaking, he is apealling aganinst an unjust judgement pronounced a couple of days ago. You can hear the name 'Socrates'."


[******************************] Section 5 - Meeting Crito [******************************]

Melon is in the Marketplace. "A farmer is standing in front of his stall trying to sell his fruit. 'You want some melons? Very ripe, I give you a good price!' You hesitate, because your appetite has been awakend."

[Instead of buying melons, say "'What's the price for a slice of melons?' ' Half a copper coin.' The farmer is grinning from one ear to another. You decide to call him a racketeer and walk off."

Instead of buying melons, say "'Give me a slice of melon.' 'You can only have the whole melon or none!'"]

Instead of buying melons, say "'I would like to buy one slice of melon, is it possible?' 'Certainly, my lady, here you have it for good!" Now player is in prison.

[Instead of giving notepad to Crito: say "I think we have the same mission: we both want to see Socrates. Maybe you can help me to convince Socrates to flee and to go to Crete with you. I know that Socrates always appreciated the cretean laws. Let's go together to the cell of Socrates."; ]




[******************************] Section 6 - Access to Socrates [******************************]


[Prison]

Prison is a room. It is west of Law Court. Description of Prison is "Such a frightening place! All the guards around you are watching every move that you make. Actually you feel like as YOU were the one who was imprisoned. At the end of the corridor you already can see the cell of Socrates, which is carefully watched by a guard.


Type 'test socrates' to skip this chapter."

Guard is a man in prison.

Instead of talking to guard: say " He already expected your visit and opens the cell door. You are entering the cell in order to talk to Socrates. But now, standing directly in front of the man, after whom you have been looking for such a long time, you notice that Socrates is fast asleep."; pause the game; now player is in cell.


[Cell]

Cell is a room. The description of Cell is "How horrible to see how some stories end. Imprisoned in a tiny shabby room, Socrates is taking a little nap in the corner of the cell."

In the Cell is a man called Socrates. The description of Socrates is "He is fast asleep."

After talking to Socrates: run a conversation from dialogue_1.


[ Dialogue "Socrates"; Basiert großteils auf Kriton 49a-50a in Übersetzung von Benjamin JOWETT, http://www-philosophy.ucdavis.edu/mattey/phi001/crito.htm ]


[dialogue_1]

Instead of giving text for dialogue_1: say "As you address your speech to Socrates, he slowly wakes up and takes notice of your presence . Still a bit tired, he gets aware of the fact that you and Crito are probably here to convince him to escape. It seems like you finally accomplished your mission to get into a little chat with this famous man. Listen what he has to say! Try to choose the appropriate answer to be a worthily partner for Socrates. Let the famous socratic dialogue begin:

Socrates: Are we to say that we are never intentionally to do wrong, or that in one way we ought and in another way we ought not to do wrong, or is doing wrong always evil and dishonorable, as I was just now saying, and as has been already acknowledged by us? Are all our former admissions which were made within a few days to be thrown away? And have we, at our age, been earnestly discoursing with one another all our life long only to discover that we are no better than children? Or are we to rest assured, in spite of the opinion of the many, and in spite of consequences whether better or worse, of the truth of what was then said, that injustice is always an evil and dishonor to him who acts unjustly? Shall we affirm that?"

Instead of finding responses to dialogue_1: link to dialogue_1_yes; link to dialogue_1_No; forbid exiting on zero.

Instead of giving link to dialogue_1_yes: say "Yes";

Instead of giving text for dialogue_1_yes: run a conversation from dialogue_2.

Instead of giving link to dialogue_1_No: say "No way";

Instead of giving text for dialogue_1_No: say "Are you sure that you have chosen an adequate answer in this tricky situation Socrates is in? Maybe you want to think it over and undo the last move?"; end the game in death.


[dialogue_2]

Instead of giving text for dialogue_2: say "Then we must do no wrong?"

Instead of finding responses to dialogue_2: link to dialogue_2_yes; link to dialogue_2_no; forbid exiting on zero.

Instead of giving link to dialogue_2_yes: say "Let's think about it ... maybe we should?"; Instead of giving text for dialogue_2_yes: say "Doing wrong and even knowing about it can never be a solution for Socrates!"; end the game in death.

Instead of giving link to dialogue_2_no: say "Certainly not.";

Instead of giving text for dialogue_2_no: run a conversation from dialogue_3.


[dialogue_3]

Instead of giving text for dialogue_3: say "Nor when injured injure in return, as the many imagine; for we must injure no one at all?"

Instead of finding responses to dialogue_3: link to dialogue_3_yes; link to dialogue_3_no; forbid exiting on zero.

Instead of giving link to dialogue_3_yes: say "I agree with the opinion of the many."

Instead of giving text for dialogue_3_yes: say "It's not all about the opinon of the many! Maybe you should try it again and figure out your own opinion."; end the game in death.

Instead of giving link to dialogue_3_no: say "Clearly not.";

Instead of giving text for dialogue_3_no: run a conversation from dialogue_4.


[dialogue_4]

Instead of giving text for dialogue_4: say "Again, may we do evil?"

Instead of finding responses to dialogue_4: link to dialogue_4_yes; link to dialogue_4_no; forbid exiting on zero.

Instead of giving link to dialogue_4_yes: say "At first let us find a definition for evil! What is evil?"

Instead of giving text for dialogue_4_yes: say "Good job! But fighting the master of thoughts with his own weapons is maybe in this paticular case a bit disrespectful!"; now player is in Cell.

Instead of giving link to dialogue_4_no: say "Surely not, Socrates.";

Instead of giving text for dialogue_4_no: run a conversation from dialogue_5.


[dialogue_5]

Instead of giving text for dialogue_5: say "And what of doing evil in return for evil, which is the morality of the many--is that just or not?"

Instead of finding responses to dialogue_5: link to dialogue_5_yes; link to dialogue_5_no; forbid exiting on zero.

Instead of giving link to dialogue_5_yes: say "The moral of the many is always just.";

Instead of giving text for dialogue_5_yes: say "Do you think that this is really a good point of view? The opinion of the many as a moral standard? Socrates probably didn't like to hear that!"; end the game in death.

Instead of giving link to dialogue_5_no: say "Not just."

Instead of giving text for dialogue_5_no: run a conversation from dialogue_6.


[dialogue_6]

Instead of giving text for dialogue_6: say "For doing evil to another is the same as injuring him?"

Instead of finding responses to dialogue_6: link to dialogue_6_yes; link to dialogue_6_no; forbid exiting on zero.

Instead of giving link to dialogue_6_yes: say "Very true.";

Instead of giving text for dialogue_6_yes: run a conversation from dialogue_7.

Instead of giving link to dialogue_6_no: say " I disagree!";

Instead of giving text for dialogue_6_no: say "Socrates appreciates your rebellious mind, but unfortunately it was the wrong answer!"; end the game in death.


[dialogue_7]

Instead of giving text for dialogue_7: say "Then we ought not to retaliate or render evil for evil to anyone, whatever evil we may have suffered from him. But I would have you consider whether you really mean what you are saying. For this opinion has never been held, and never will be held, by any considerable number of persons; and those who are agreed and those who are not agreed upon this point have no common ground, and can only despise one another when they see how widely they differ. Tell me, then, whether you agree with and assent to my first principle, that neither injury nor retaliation nor warding off evil by evil is ever right. And shall that be the premise of our argument? Or do you decline and dissent from this? For this has been of old and is still my opinion; but, if you are of another opinion, let me hear what you have to say. If, however, you remain of the same mind as formerly, I will proceed to the next step."

Instead of finding responses to dialogue_7: link to dialogue_7_yes; link to dialogue_7_no; forbid exiting on zero.

Instead of giving link to dialogue_7_yes: say "You may proceed, for I have not changed my mind.";

Instead of giving text for dialogue_7_yes: run a conversation from dialogue_8.

Instead of giving link to dialogue_7_no: say " I have a rather different opinion about this subject!";

Instead of giving text for dialogue_7_no: say "That's probably not the perfect time to defend your own theories. At least Socrates has just a few hours left to live."; end the game in death.


[dialogue_8]

Instead of giving text for dialogue_8: say "Then I will proceed to the next step, which may be put in the form of a question: Ought a man to do what he admits to be right, or ought he to betray the right?"

Instead of finding responses to dialogue_8: link to dialogue_8_yes; link to dialogue_8_no; forbid exiting on zero.

Instead of giving link to dialogue_8_yes: say "He ought to do what he thinks right.";

Instead of giving text for dialogue_8_yes: run a conversation from dialogue_9.

Instead of giving link to dialogue_8_no: say " Betraying the right would be also a possibility.";

Instead of giving text for dialogue_8_no: say "If you really think so, it might be better to go back to the start! This time you should take a closer look at Socrates' argumentation!"; now player is in cell.


[dialogue_9; end of dialogue]

Instead of giving text for dialogue_9: say "But if this is true, what is the application? In leaving the prison against the will of the Athenians, do I wrong any? or rather do I not wrong those whom I ought least to wrong? Do I not desert the principles which were acknowledged by us to be just? What do you say?"

Instead of finding responses to dialogue_9: link to dialogue_9_yes; link to dialogue_9_no; forbid exiting on zero.

Instead of giving link to dialogue_9_yes: say "I cannot tell, Socrates, for I do not know. But inspired by your words I now became aware of my own situation. Running away is not the right answer for me and I see that it is my duty to go back home to Crete! Now, that I know what's the right thing for me to do, I simply can't act against my inner voice, my daimonion!";

Instead of giving text for dialogue_9_yes: say "Socrates seems to approve."; End the game in victory.

Instead of giving link to dialogue_9_no: say "This is your last chance to escape, Socrates! Use it!";


Instead of giving text for dialogue_9_no: say " I doubt that you fully understood, what Socrates was about to say! He was just telling you that escaping is not the right choice in his particular situation! Maybe it's better to go back to zero and start again!"; now the player is in cell.

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