matter where the object is: in another room, inside a locked
container, in the claws of the bloodthirsty dragon. More dangerously,
it doesn't matter if the object is takeable, so you may purloin
- ``static`` or ``scenery`` objects. PURLOIN is useful in a variety of
+ :attr:`static` or :attr:`scenery` objects. PURLOIN is useful in a variety of
situations, basically when you want to test a particular feature of
the game that requires the player character to have some objects
handy. Instead of tediously collecting them, you may simply PURLOIN
This verb enables you to move the first *object* to the second
*object*. As with PURLOIN , both objects can be anywhere in the game.
Bear in mind that the second object should logically be a
- ``container``, a ``supporter`` , or something ``animate``.
+ :attr:`container`, a :attr:`supporter` , or something :attr:`animate`.
Infix: the harlot's prerogative
In that game you scored 0 out of a possible 2, in 2 turns.
It's often quite maddening to realise that some variable is still
-``false`` because the Chalk puzzle didn't work properly, and that you
-can't test the Cheese puzzle until the variable becomes ``true``. Rather
+:const:`false` because the Chalk puzzle didn't work properly, and that you
+can't test the Cheese puzzle until the variable becomes :const:`true`. Rather
than quit, fix the Chalk, recompile, play back to the current position
and only *then* tackle the Cheese, how much easier to just change the
variable in mid-stream, and carry right on.