--- /dev/null
+.. raw:: latex
+
+ \newpage
+
+======================================
+ Appendix C -- "William Tell" story
+======================================
+
+
+.. only:: html
+
+ .. image:: /images/picW.png
+ :align: left
+
+.. raw:: latex
+
+ \dropcap{w}
+
+illiam Tell, our second game, is also very straightforward. See "William
+Tell: a tale is born" on page 69, "William Tell: the early years" on
+page 79, "William Tell: in his prime" on page 91 and "William Tell: the
+end is nigh" on page 103.
+
+Transcript of play
+==================
+
+.. literalinclude:: /examples/Tell.txt
+ :language: transcript
+
+Game source code
+================
+
+.. literalinclude:: /examples/Tell.inf
+ :language: inform6
+
+Compile-as-you-go
+=================
+
+Your understanding of how the "William Tell" game works will be
+considerably enhanced if you type in the code for yourself as you read
+through the guide. However, it takes us four chapters to describe the
+game, which isn't complete and playable until the end of Chapter 9. Even
+if you make no mistakes in your typing, the game won't compile without
+errors before that point, because of references in earlier chapters to
+objects which aren't presented until later chapters (for example,
+Chapter 6 mentions the ``bow`` and ``quiver`` objects, but we don't
+define them until Chapter 7). This is a bit of a nuisance, because as a
+general rule we advise you to compile frequently -- more or less after
+every change you make to a game -- in order to detect syntax and
+spelling mistakes as soon as possible.
+
+Fortunately, there's a fairly easy way round the difficulty, though it
+involves a little bit of cheating. The trick is temporarily to add
+minimal definitions -- often called "stubs" -- of the objects whose full
+definitions have yet to be provided.
+
+For example, if you try to compile the game in the state that it's
+reached by the end of Chapter 6, you’ll get this::
+
+ Tell.inf(16): Warning: Class "Room" declared but not used
+ Tell.inf(19): Warning: Class "Prop" declared but not used
+ Tell.inf(27): Warning: Class "Furniture" declared but not used
+ Tell.inf(44): Error: No such constant as "street"
+ Tell.inf(46): Error: No such constant as "bow"
+ Tell.inf(47): Error: No such constant as "quiver"
+ Compiled with 3 errors and 3 warnings
+
+However, by adding these lines to the end of your game file::
+
+ ! ===============================================================
+ ! TEMPORARY DEFINITIONS NEEDED TO COMPILE AT THE END OF CHAPTER 6
+
+ Room street;
+ Object bow;
+ Object quiver;
+
+a compilation should now give only this::
+
+ Tell.inf(19): Warning: Class "Prop" declared but not used
+ Tell.inf(27): Warning: Class "Furniture" declared but not used
+ Compiled with 2 warnings
+
+That's a lot better. It's not worth worrying about those warnings, since
+it's easy to understand where they come from; anyway, they'll go away
+shortly. More important, there are no errors, which means that you've
+probably not made any major typing mistakes. It also means that the
+compiler has created a story file, so you can try "playing" the game. If
+you do, though, you'll get this::
+
+ William Tell
+ A simple Inform example
+ by Roger Firth and Sonja Kesserich.
+ Release 3 / Serial number 040804 / Inform v6.30 Library 6/11 SD
+
+ (street)
+ ** Library error 11 (27,0) **
+ ** The room "(street)" has no "description" property **
+ >
+
+Whoops! We've fallen foul of Inform's rule saying that every room must
+have a ``description`` property, to be displayed by the interpreter when
+you enter that room. Our ``street`` stub hasn't got a ``description``,
+so although the game compiles successfully, it still causes an error to
+be reported at run-time.
+
+The best way round this is to extend the definition of our ``Room``
+class, thus::
+
+ Class Room
+ with description "UNDER CONSTRUCTION",
+ has light;
+
+By doing this, we ensure that *every* room has a description of some
+form; normally we'd override this default value with something
+meaningful -- "The narrow street runs north towards the town square..."
+and so on -- by including a ``description`` property in the object's
+definition. However, in a stub object used only for testing, a default
+description is sufficient (and less trouble)::
+
+ William Tell
+ A simple Inform example
+ by Roger Firth and Sonja Kesserich.
+ Release 3 / Serial number 040804 / Inform v6.30 Library 6/11 SD
+
+ (street)
+ UNDER CONSTRUCTION
+
+ >INVENTORY
+ You are carrying:
+ a (quiver) (being worn)
+ a (bow)
+
+ >EXAMINE QUIVER
+ You can't see any such thing.
+
+ >
+
+You'll notice a couple of interesting points. Because we didn't supply
+external names with our ``street`` , ``bow`` and ``quiver`` stubs, the
+compiler has provided some for us -- ``(street)`` , ``(bow)`` and
+``(quiver)`` -- simply by adding parentheses around the internal IDs
+which we used. And, because our ``bow`` and ``quiver`` stubs have no
+``name`` properties, we can't actually refer to those objects when
+playing the game. Neither of these points would be acceptable in a
+finished game, but for testing purposes at this early stage -- they'll
+do.
+
+So far, we've seen how the addition of three temporary object
+definitions enables us to compile the incomplete game, in its state at
+the end of Chapter 6. But once we reach the end of Chapter 7, things
+have moved on, and we now need a different set of stub objects. For a
+test compilation at this point, remove the previous set of stubs, and
+instead add these -- ``south_square`` and ``apple`` objects, and a dummy
+action handler to satisfy the ``Talk`` action in Helga’s life property::
+
+ ! ===============================================================
+ ! TEMPORARY DEFINITIONS NEEDED TO COMPILE AT THE END OF CHAPTER 7
+
+ Room south_square;
+ Object apple;
+
+ [ TalkSub; ];
+
+Similarly, at the end of Chapter 8, replace the previous stubs by these
+if you wish to check that the game compiles::
+
+ ! ===============================================================
+ ! TEMPORARY DEFINITIONS NEEDED TO COMPILE AT THE END OF CHAPTER 8
+ Room marketplace;
+ Object apple;
+ NPC son;
+
+ [ TalkSub; ];
+ [ FireAtSub; ];
+ [ SaluteSub; ];
+
+Finally, by the end of Chapter 9 the game is complete, so you can delete
+the stubs altogether.
+
+Used with care, this technique of creating a few minimal stub objects
+can be convenient -- it enables you to "sketch" a portion of your game
+in outline form, and to compile and test the game in that state, without
+needing to create complete object definitions. However, you've got very
+little interaction with your stubs, so don't create too many of them.
+And of course, never forget to flesh out the stubs into full definitions
+as soon as you can.
--- /dev/null
+The place: Altdorf, in the Swiss canton of Uri. The year is 1307, at
+which time Switzerland is under rule by the Emperor Albert of Habsburg.
+His local governor -- the vogt -- is the bullying Hermann Gessler, who
+has placed his hat atop a wooden pole in the centre of the town square;
+everybody who passes through the square must bow to this hated symbol of
+imperial might.
+
+You have come from your cottage high in the mountains, accompanied by
+your younger son, to purchase provisions. You are a proud and
+independent man, a hunter and guide, renowned both for your skill as an
+archer and, perhaps unwisely (for his soldiers are everywhere), for
+failing to hide your dislike of the vogt.
+
+It's market-day: the town is packed with people from the surrounding
+villages and settlements.
+
+William Tell
+A simple Inform example
+by Roger Firth and Sonja Kesserich.
+Release 3 / Serial number 040804 / Inform v6.30 Library 6/11 SD
+
+A street in Altdorf
+The narrow street runs north towards the town square. Local folk are
+pouring into the town through the gate to the south, shouting greetings,
+offering produce for sale, exchanging news, enquiring with exaggerated
+disbelief about the prices of the goods displayed by merchants whose
+stalls make progress even more difficult.
+
+"Stay close to me, son," you say, "or you'll get lost among all these
+people."
+
+>EXAMINE YOUR SON
+A quiet, blond lad of eight summers, he's fast learning the ways of
+mountain folk.
+
+>GO NORTH
+
+Further along the street
+People are still pushing and shoving their way from the southern gate
+towards the town square, just a little further north. You recognise the
+owner of a fruit and vegetable stall.
+
+Helga pauses from sorting potatoes to give you a cheery wave.
+
+"Hello, Wilhelm, it's a fine day for trade! Is this young Walter? My,
+how he's grown. Here's an apple for him -- tell him to mind that scabby
+part, but the rest's good enough. How's Frau Tell? Give her my best
+wishes."
+
+>INVENTORY
+You are carrying:
+ an apple
+ a quiver (being worn)
+ three arrows
+ a bow
+
+>TALK TO HELGA
+You warmly thank Helga for the apple.
+
+[Your score has just gone up by one point.]
+
+>GIVE THE APPLE TO WALTER
+"Thank you, Papa."
+
+[Your score has just gone up by one point.]
+
+>NORTH
+
+South side of the square
+The narrow street to the south has opened onto the town square, and
+resumes at the far side of this cobbled meeting place. To continue along
+the street towards your destination -- Johansson's tannery -- you must
+walk north across the square, in the middle of which you see Gessler's
+hat set on that loathsome pole. If you go on, there's no way you can
+avoid passing it. Imperial soldiers jostle rudely through the throng,
+pushing, kicking and swearing loudly.
+
+>EXAMINE THE SOLDIERS
+They're uncouth, violent men, not from around here.
+
+>EXAMINE HAT
+You're too far away at the moment.
+
+>N
+Middle of the square
+There is less of a crush in the middle of the square; most people prefer
+to keep as far away as possible from the pole which towers here, topped
+with that absurd ceremonial hat. A group of soldiers stands nearby,
+watching everyone who passes.
+
+>X HAT
+The pole, the trunk of a small pine some few inches in diameter, stands
+about nine or ten feet high. Set carefully on top is Gessler's ludicrous
+black and red leather hat, with a widely curving brim and a cluster of
+dyed goose feathers.
+
+>N
+A soldier bars your way.
+
+"Oi, you, lofty; forgot yer manners, didn't you? How's about a nice
+salute for the vogt's hat?"
+
+
+>N
+
+"I know you, Tell, yer a troublemaker, ain't you? Well, we don't want no
+bovver here, so just be a good boy and salute the friggin' hat. Do it
+now: I ain't gonna ask you again..."
+
+>N
+
+"OK, Herr Tell, now you're in real trouble. I asked you nice, but you
+was too proud and too stupid. I think it's time that the vogt had a
+little word with you."
+
+And with that the soldiers seize you and Walter and, while the sergeant
+hurries off to fetch Gessler, the rest drag you roughly towards the old
+lime tree growing in the marketplace.
+
+
+Marketplace near the square
+
+Altdorf's marketplace, close by the town square, has been hastily
+cleared of stalls. A troop of soldiers has pushed back the crowd to
+leave a clear space in front of the lime tree, which has been growing
+here for as long as anybody can remember. Usually it provides shade for
+the old men of the town, who gather below to gossip, watch the girls,
+and play cards. Today, though, it stands alone... apart, that is, from
+Walter, who has been lashed to the trunk. About forty yards away, you
+are restrained by two of the vogt's men.
+
+Gessler is watching from a safe distance, a sneer on his face.
+
+"It appears that you need to be taught a lesson, fool. Nobody shall pass
+through the square without paying homage to His Imperial Highness
+Albert; nobody, hear me? I could have you beheaded for treason, but I'm
+going to be lenient. If you should be so foolish again, you can expect
+no mercy, but this time, I'll let you go free... just as soon as you
+demonstrate your archery skills by hitting this apple from where you
+stand. That shouldn't prove too difficult; here, sergeant, catch.
+Balance it on the little bastard's head."
+
+
+>X GESSLER
+Short, stout but with a thin, mean face, Gessler relishes the power he
+holds over the local community.
+
+>X WALTER
+He stares at you, trying to appear brave and remain still. His arms are
+pulled back and tied behind the trunk, and the apple nestles amid his
+blond hair.
+
+>X APPLE
+At this distance you can barely see it.
+
+>SHOOT THE APPLE
+Slowly and steadily, you place an arrow in the bow, draw back the
+string, and take aim with more care than ever in your life. Holding your
+breath, unblinking, fearful, you release the arrow. It flies across the
+square towards your son, and drives the apple against the trunk of the
+tree. The crowd erupts with joy; Gessler looks distinctly disappointed.
+
+*** You have won ***
+
+In that game you scored 3 out of a possible 3, in 17 turns.
+
+Would you like to RESTART, RESTORE a saved game or QUIT?
+> QUIT
+
+