* 2 -- the game is over. The interpreter displays "You have won".
* any other value -- the game is over, but there aren't any appropriate
messages built into the library. Instead, the interpreter looks for an
- **entry point** routine called ``DeathMessage`` -- which we must provide
- -- where we can define our own tailored "end messages".
+ :term:`entry point` routine called ``DeathMessage`` -- which we must
+ provide -- where we can define our own tailored "end messages".
In this game, we never set ``deadflag`` to 1, but we do use values of 2
and 3. So we'd better define a ``DeathMessage`` routine to tell players